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-- main program
local nextTime = 0 local runService = game:service("RunService"); while Figure.Parent ~= nil do time = runService.Stepped:wait() if time > nextTime then move(time) nextTime = time + 0.1 end end
--[[Transmission]]
Tune.TransModes = {"Auto"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.7 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 2.6 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 1.8 , --[[ 3 ]] 1.3 , --[[ 4 ]] 1 , --[[ 5 ]] .8 , --[[ 6 ]] .6 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[Controls]]
local _CTRL = _Tune.Controls local Controls = Instance.new("Folder",script.Parent) Controls.Name = "Controls" for i,v in pairs(_CTRL) do local a=Instance.new("StringValue",Controls) a.Name=i a.Value=v.Name a.Changed:connect(function() if i=="MouseThrottle" or i=="MouseBrake" then if a.Value == "MouseButton1" or a.Value == "MouseButton2" then _CTRL[i]=Enum.UserInputType[a.Value] else _CTRL[i]=Enum.KeyCode[a.Value] end else _CTRL[i]=Enum.KeyCode[a.Value] end end) end --Deadzone Adjust local _PPH = _Tune.Peripherals for i,v in pairs(_PPH) do local a = Instance.new("IntValue",Controls) a.Name = i a.Value = v a.Changed:connect(function() a.Value=math.min(100,math.max(0,a.Value)) _PPH[i] = a.Value end) end --Input Handler function DealWithInput(input,IsRobloxFunction) if (UserInputService:GetFocusedTextBox()==nil) and not _InControls then --Ignore when UI Focus --Shift Down [Manual Transmission] if _IsOn and (input.KeyCode ==_CTRL["ContlrShiftDown"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftDown"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftDown"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.max(_CGear-1,-1) --Shift Up [Manual Transmission] elseif _IsOn and (input.KeyCode ==_CTRL["ContlrShiftUp"] or (_MSteer and input.KeyCode==_CTRL["MouseShiftUp"]) or ((not _MSteer) and input.KeyCode==_CTRL["ShiftUp"])) and (_TMode=="Semi" or (_TMode=="Manual" and (not _ClutchOn))) and input.UserInputState == Enum.UserInputState.Begin then if _CGear == 0 and (_TMode=="Auto" or not _ClPressing) then _ClutchOn = true end _CGear = math.min(_CGear+1,#_Tune.Ratios-2) --Toggle Clutch elseif _IsOn and (input.KeyCode ==_CTRL["ContlrClutch"] or (_MSteer and input.KeyCode==_CTRL["MouseClutch"]) or ((not _MSteer) and input.KeyCode==_CTRL["Clutch"])) and _TMode=="Manual" then if input.UserInputState == Enum.UserInputState.Begin then _ClutchOn = false _ClPressing = true elseif input.UserInputState == Enum.UserInputState.End then _ClutchOn = true _ClPressing = false end --Toggle PBrake elseif _IsOn and input.KeyCode ==_CTRL["ContlrPBrake"] or (_MSteer and input.KeyCode==_CTRL["MousePBrake"]) or ((not _MSteer) and input.KeyCode==_CTRL["PBrake"]) then if input.UserInputState == Enum.UserInputState.Begin then _PBrake = not _PBrake elseif input.UserInputState == Enum.UserInputState.End then if car.DriveSeat.Velocity.Magnitude>5 then _PBrake = false end end --Toggle Transmission Mode elseif (input.KeyCode == _CTRL["ContlrToggleTMode"] or input.KeyCode==_CTRL["ToggleTransMode"]) and input.UserInputState == Enum.UserInputState.Begin then local n=1 for i,v in pairs(_Tune.TransModes) do if v==_TMode then n=i break end end n=n+1 if n>#_Tune.TransModes then n=1 end _TMode = _Tune.TransModes[n] --Throttle elseif _IsOn and ((not _MSteer) and (input.KeyCode==_CTRL["Throttle"] or input.KeyCode == _CTRL["Throttle2"])) or ((((_CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseThrottle"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseThrottle"]) or input.KeyCode == _CTRL["MouseThrottle"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GThrot = 1.1 else _GThrot = _Tune.IdleThrottle/100 end --Brake elseif ((not _MSteer) and (input.KeyCode==_CTRL["Brake"] or input.KeyCode == _CTRL["Brake2"])) or ((((_CTRL["MouseBrake"]==Enum.UserInputType.MouseButton1 or _CTRL["MouseBrake"]==Enum.UserInputType.MouseButton2) and input.UserInputType == _CTRL["MouseBrake"]) or input.KeyCode == _CTRL["MouseBrake"])and _MSteer) then if input.UserInputState == Enum.UserInputState.Begin then _GBrake = 1.4 else _GBrake = 0 end --Steer Left elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerLeft"] or input.KeyCode == _CTRL["SteerLeft2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = -1 _SteerL = true else if _SteerR then _GSteerT = 1 else _GSteerT = 0 end _SteerL = false end --Steer Right elseif (not _MSteer) and (input.KeyCode==_CTRL["SteerRight"] or input.KeyCode == _CTRL["SteerRight2"]) then if input.UserInputState == Enum.UserInputState.Begin then _GSteerT = 1 _SteerR = true else if _SteerL then _GSteerT = -1 else _GSteerT = 0 end _SteerR = false end --Toggle Mouse Controls elseif input.KeyCode ==_CTRL["ToggleMouseDrive"] then if input.UserInputState == Enum.UserInputState.End then _MSteer = not _MSteer _GThrot = _Tune.IdleThrottle/100 _GBrake = 0 _GSteerT = 0 _ClutchOn = true end --Toggle TCS elseif _Tune.TCSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleTCS"] or input.KeyCode == _CTRL["ContlrToggleTCS"] then if input.UserInputState == Enum.UserInputState.End then _TCS = not _TCS end --Toggle ABS elseif _Tune. ABSEnabled and _IsOn and input.KeyCode == _CTRL["ToggleABS"] or input.KeyCode == _CTRL["ContlrToggleABS"] then if input.UserInputState == Enum.UserInputState.End then _ABS = not _ABS end end --Variable Controls if input.UserInputType.Name:find("Gamepad") then --Gamepad Steering if input.KeyCode == _CTRL["ContlrSteer"] then if input.Position.X>= 0 then local cDZone = math.min(.99,_Tune.Peripherals.ControlRDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X-cDZone)/(1-cDZone) else _GSteerT = 0 end else local cDZone = math.min(.99,_Tune.Peripherals.ControlLDZone/100) if math.abs(input.Position.X)>cDZone then _GSteerT = (input.Position.X+cDZone)/(1-cDZone) else _GSteerT = 0 end end --Gamepad Throttle elseif _IsOn and input.KeyCode == _CTRL["ContlrThrottle"] then _GThrot = math.max(_Tune.IdleThrottle/100,input.Position.Z) --Gamepad Brake elseif input.KeyCode == _CTRL["ContlrBrake"] then _GBrake = input.Position.Z end end else _GThrot = _Tune.IdleThrottle/100 _GSteerT = 0 _GBrake = 0 if _CGear~=0 then _ClutchOn = true end end end UserInputService.InputBegan:connect(DealWithInput) UserInputService.InputChanged:connect(DealWithInput) UserInputService.InputEnded:connect(DealWithInput)
-- MAIN CODE -- (Do not edit!)
local http = game:GetService("HttpService") script.Parent.MouseButton1Click:Connect(function() if script.Parent.Parent.fdbk.Text == "" then return end local fb = script.Parent.Parent.fdbk.Text script.Parent.Parent.fdbk.Text = "" game:GetService("ReplicatedStorage").sendReport:FireServer(fb) end)
-- Script GUID: {E5819A20-7460-47A3-85FE-7DD57C940890} -- Decompiled with the Synapse X Luau decompiler.
return function(p1) local v1, v2, v3 = unpack(p1); local v4 = RaycastParams.new(); v4.FilterDescendantsInstances = v3; local v5 = workspace:Raycast(v1, v2, v4); if not v5 then return nil; end; return v5.Instance, v5.Position; end;
-- Add the link of your choosen outfit in pants and shirt
-- Supercharger
Tune.Superchargers = 0 -- Number of superchargers in the engine
--EDIT BELOW----------------------------------------------------------------------
settings.PianoSoundRange = 50 settings.KeyAesthetics = true settings.PianoSounds = { "549615449", "549615556", "549615777", "549615962", "549616107", "549616254" }
--function PlayerStatManager:setAllStatsToFalseExcept(player,exception) -- local playerUserId = "Player_" .. player.UserId -- local data = sessionData[playerUserId] -- for key,value in pairs(data) do -- if key ~= exception then -- sessionData[playerUserId][key] = false -- end -- end --end
-- Ritter's loose bounding sphere algorithm
function CameraUtils.getLooseBoundingSphere(parts: {BasePart}) local points = table.create(#parts) for idx, part in pairs(parts) do points[idx] = part.Position end -- pick an arbitrary starting point local x = points[1] -- get y, the point furthest from x local y = x local yDist = 0 for _, p in ipairs(points) do local pDist = (p - x).Magnitude if pDist > yDist then y = p yDist = pDist end end -- get z, the point furthest from y local z = y local zDist = 0 for _, p in ipairs(points) do local pDist = (p - y).Magnitude if pDist > zDist then z = p zDist = pDist end end -- use (y, z) as the initial bounding sphere local sc = (y + z)*0.5 local sr = (y - z).Magnitude*0.5 -- expand sphere to fit any outlying points for _, p in ipairs(points) do local pDist = (p - sc).Magnitude if pDist > sr then -- shift to midpoint sc = sc + (pDist - sr)*0.5*(p - sc).Unit -- expand sr = (pDist + sr)*0.5 end end return sc, sr end
--[[ function equipFunction() while true do wait() onButton1Down(mouse) end end ]]
onEquipped=function(mouse) for i,k in pairs(PlayerCharacter.Torso:GetChildren()) do if k:IsA("BodyGyro") then k.Parent=nil end end wait(0.1)
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.EBrush local Minimalise = script.Parent local window = script.Parent.Parent.Parent
--[=[ @param player Player @return DataStore ]=]
function PlayerDataStoreManager:GetDataStore(player) assert(typeof(player) == "Instance", "Bad player") assert(player:IsA("Player"), "Bad player") if self._removing[player] then warn("[PlayerDataStoreManager.GetDataStore] - Called GetDataStore while player is removing, cannot retrieve") return nil end if self._datastores[player] then return self._datastores[player] end return self:_createDataStore(player) end
---finds the Player, and checks if it's 'ClassName (basically what the object is'
P = script.Parent.Parent.Parent.Parent.Parent.Parent if P.ClassName == "Player" then
-- ROBLOX deviation: don't need any of the strict equality testers since we don't have added constraints for -- strict equality in Lua compared to deep equality
local toStrictEqualTesters = { -- iterableEquality, typeEquality, -- sparseArrayEquality, -- arrayBufferEquality, }
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["JestMock"]["JestMock"]) export type MaybeMockedDeep<T> = Package.MaybeMockedDeep<T> export type MaybeMocked<T> = Package.MaybeMocked<T> export type ModuleMocker = Package.ModuleMocker return Package
-- Compare two packed tables for shallow equality.
local fmtArgs = require(script.Parent.fmtArgs) return function(e, a) if e.n ~= a.n then local msg = "number of literals in " .. fmtArgs(e) .. " does not match number of args in " .. fmtArgs(a) return false, msg end for i = 1, e.n do if e[i] ~= a[i] then local msg = "expected " .. fmtArgs(e) .. ", got " .. fmtArgs(a) return false, msg end end return true end
--[[ Controls.Keyboard Controls.Mouse Controls.Gamepad --]]
local Controls = { Keyboard = require(script:WaitForChild("Keyboard")); Mouse = require(script:WaitForChild("Mouse")); Gamepad = require(script:WaitForChild("Gamepad")); Mobile = require(script:WaitForChild("Mobile")); } return Controls
-- Handle user input began differently depending on whether a shift key is pressed
local function Input(input, gameProcessedEvent) while IsShiftKeyDown() do wait() game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 50 end game.Players.LocalPlayer.Character.Humanoid.WalkSpeed = 25 end UserInputService.InputBegan:Connect(Input)
--> FUNCTIONS
ClickedEvent.OnServerEvent:Connect(function(Player, MousePosition) if not Reloading then Reloading = true Flare.Handle.Reload:Play() local FlareBulletClone = FlareBullet:Clone() FlareBulletClone.Transparency = 0 FlareBulletClone.CanCollide = true FlareBulletClone.CFrame = CFrame.new(FlareBulletClone.Position, MousePosition) FlareBulletClone.Parent = game.Workspace local Force = Instance.new("BodyVelocity", FlareBulletClone) Force.MaxForce = Vector3.new(math.huge, math.huge, math.huge) Force.Velocity = FlareBulletClone.CFrame.lookVector * BulletVelocity.Value local Script = FlareBulletScript:Clone() Script.Parent = FlareBulletClone BulletVelocity:Clone().Parent = FlareBulletClone Script.Disabled = false wait(ReloadTime) Reloading = false else end end) Flare.Equipped:Connect(function() Flare.Handle.Equip:Play() end)
--Obj
local Frame local RenderCount = {} function RenderCount:Setup(UI) Frame = UI Frame.Text.FocusLost:Connect(function() local text = tonumber(Frame.Text.Text) if (text) then Frame.Text.Text = text self.Modules.Entity.EntitySettings.MaxRenderCount = text else Frame.Text.Text = self.Modules.Entity.EntitySettings.MaxRenderCount end end) end return RenderCount
--- Clear admins cache of any useless info
local function ClearGarbage() for playerName, playerData in pairs(adminsCache) do local playerIsAdmin = playerData[1] local playerTick = playerData[2] local playerIsInServer = (game.Players:FindFirstChild(playerName)) if not playerIsInServer and playerIsAdmin and (tick() - playerData[2]) >= 300 then adminsCache[playerName] = nil end end end
--local HUB = script.Parent.HUB --local limitButton = HUB.Limiter
local carSeat = script.Parent.Car.Value local seat = script.Parent.Car.Value.DriveSeat local mouse = game.Players.LocalPlayer:GetMouse()
------------------------------------------------------------------------ -- parses general expression types, constants handled here -- * used in subexpr() ------------------------------------------------------------------------
function luaY:simpleexp(ls, v) -- simpleexp -> NUMBER | STRING | NIL | TRUE | FALSE | ... | -- constructor | FUNCTION body | primaryexp local c = ls.t.token if c == "TK_NUMBER" then self:init_exp(v, "VKNUM", 0) v.nval = ls.t.seminfo elseif c == "TK_STRING" then self:codestring(ls, v, ls.t.seminfo) elseif c == "TK_NIL" then self:init_exp(v, "VNIL", 0) elseif c == "TK_TRUE" then self:init_exp(v, "VTRUE", 0) elseif c == "TK_FALSE" then self:init_exp(v, "VFALSE", 0) elseif c == "TK_DOTS" then -- vararg local fs = ls.fs self:check_condition(ls, fs.f.is_vararg ~= 0, "cannot use "..self:LUA_QL("...").." outside a vararg function"); -- NOTE: the following substitutes for a bitop, but is value-specific local is_vararg = fs.f.is_vararg if is_vararg >= self.VARARG_NEEDSARG then fs.f.is_vararg = is_vararg - self.VARARG_NEEDSARG -- don't need 'arg' end self:init_exp(v, "VVARARG", luaK:codeABC(fs, "OP_VARARG", 0, 1, 0)) elseif c == "{" then -- constructor self:constructor(ls, v) return elseif c == "TK_FUNCTION" then luaX:next(ls) self:body(ls, v, false, ls.linenumber) return else self:primaryexp(ls, v) return end--if c luaX:next(ls) end
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = 250 -- Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 50 -- Automatic downshift point (relative to peak RPM, positive = Under-rev)
--// IMPORTANT!! DONT DELET
script.Car.Value=script.Parent.Parent.Parent wait(0.2) driveseat.ChildAdded:connect(function() local plr = game.Players:GetPlayerFromCharacter(driveseat.Occupant.Parent) script.Parent.Frame.Title.Text = plr.Name script.Parent.Parent=plr.PlayerGui end)
-- (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 = "RedFabrege" p.Parent = h p.Position = hit.Parent:findFirstChild("Head").Position p.Name = "Handle" p.formFactor = 0 p.Size = Vector3.new(2, 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, -1.125, 0) wait(5) debounce = true end end script.Parent.Touched:connect(onTouched)
--Fuel.Value = Fuel.Value - (oldpos - newpos).Magnitude * 10
end oldpos = newpos end end
--[=[ Constructs a new Signal that wraps around an RBXScriptSignal. @param rbxScriptSignal RBXScriptSignal -- Existing RBXScriptSignal to wrap @return Signal For example: ```lua local signal = Signal.Wrap(workspace.ChildAdded) signal:Connect(function(part) print(part.Name .. " added") end) Instance.new("Part").Parent = workspace ``` ]=]
function Signal.Wrap(rbxScriptSignal) assert( typeof(rbxScriptSignal) == "RBXScriptSignal", "Argument #1 to Signal.Wrap must be a RBXScriptSignal; got " .. typeof(rbxScriptSignal) ) local signal = Signal.new() signal._proxyHandler = rbxScriptSignal:Connect(function(...) signal:Fire(...) end) return signal end
--[[ This will make the belt work automatically in the game. P.S. If your belt is a SPINNER, do the following: Connect the spinner to the Title w/ a HingeConstraint, and make sure the constraint is in the belt model. Boom you're done. MAKE SURE THE PRIMARY PART STAYS AS THE BELTCENTER. WHEN CHANGING THE BELTCENTER/PLATE SIZES, MAKE SURE TO CHANGE IT THRU THE PROPERTIES AND NOT THE HANDLERS, ELSEWISE YOU WILL HAVE TO SET UP THE MOTOR6Ds ON YOUR OWN. YOU CAN SAFELY DELETE ANY EXTRA SIDEPLATES IF YOU DON'T NEED THEM. ]]
--------LEFT DOOR --------
game.Workspace.doorleft.l11.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l12.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l21.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l22.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l31.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l32.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l41.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l42.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l51.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l52.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l61.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l62.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l71.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l72.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value) game.Workspace.doorleft.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.defaultlights.Value)
--HeroThePianist
local barb = script.Parent barb.Touched:connect(function(hit) if hit == nil then return end if hit.Parent == nil then return end if hit.Parent:findFirstChild("Humanoid") or hit.Parent:findFirstChild("Zombie") ~= nil then
--local Sprinting =false
local L_148_ = L_124_.new(Vector3.new()) L_148_.s = 15 L_148_.d = 0.5 game:GetService("UserInputService").InputChanged:connect(function(L_273_arg1) --Get the mouse delta for the gun sway if L_273_arg1.UserInputType == Enum.UserInputType.MouseMovement then L_143_ = math.min(math.max(L_273_arg1.Delta.x, -L_145_), L_145_) L_144_ = math.min(math.max(L_273_arg1.Delta.y, -L_145_), L_145_) end end) L_4_.Idle:connect(function() --Reset the sway to 0 when the mouse is still L_143_ = 0 L_144_ = 0 end) local L_149_ = false local L_150_ = CFrame.new() local L_151_ = CFrame.new() local L_152_ local L_153_ local L_154_ local L_155_ local L_156_ local L_157_ local L_158_ L_152_ = 0 L_153_ = CFrame.new() L_154_ = 0.05 L_155_ = 2 L_156_ = 0 L_157_ = 0.09 L_158_ = 11 local L_159_ = 0 local L_160_ = 5 local L_161_ = .3 local L_162_, L_163_ = 0, 0 local L_164_ = nil local L_165_ = nil local L_166_ = nil L_3_.Humanoid.Running:connect(function(L_274_arg1) if L_274_arg1 > 1 then L_149_ = true else L_149_ = false end end)
-- ROBLOX TODO: ADO-1552 Add stripAddedIndentation when we support inlineSnapshot testing
-- Local Variables
local PhysicsService = game:GetService("PhysicsService") local Players = game:GetService("Players") local playerCollisionGroupName = "Players" local previousCollisionGroups = {}
-- Disable the health UI
StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Health, false)
--Remove with FFlagPlayerScriptsBindAtPriority
function BaseCamera:OnKeyUp(input, processed) if input.KeyCode == Enum.KeyCode.Left then self.turningLeft = false elseif input.KeyCode == Enum.KeyCode.Right then self.turningRight = false end end function BaseCamera:UpdateMouseBehavior() -- first time transition to first person mode or mouse-locked third person if self.inFirstPerson or self.inMouseLockedMode then UserGameSettings.RotationType = Enum.RotationType.CameraRelative UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter else UserGameSettings.RotationType = Enum.RotationType.MovementRelative if self.isRightMouseDown or self.isMiddleMouseDown then UserInputService.MouseBehavior = Enum.MouseBehavior.LockCurrentPosition else UserInputService.MouseBehavior = Enum.MouseBehavior.Default end end end function BaseCamera:UpdateForDistancePropertyChange() -- Calling this setter with the current value will force checking that it is still -- in range after a change to the min/max distance limits self:SetCameraToSubjectDistance(self.currentSubjectDistance) end function BaseCamera:SetCameraToSubjectDistance(desiredSubjectDistance) local player = Players.LocalPlayer local lastSubjectDistance = self.currentSubjectDistance -- By default, camera modules will respect LockFirstPerson and override the currentSubjectDistance with 0 -- regardless of what Player.CameraMinZoomDistance is set to, so that first person can be made -- available by the developer without needing to allow players to mousewheel dolly into first person. -- Some modules will override this function to remove or change first-person capability. if player.CameraMode == Enum.CameraMode.LockFirstPerson then self.currentSubjectDistance = 0.5 if not self.inFirstPerson then self:EnterFirstPerson() end else local newSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, desiredSubjectDistance) if newSubjectDistance < FIRST_PERSON_DISTANCE_THRESHOLD then self.currentSubjectDistance = 0.5 if not self.inFirstPerson then self:EnterFirstPerson() end else self.currentSubjectDistance = newSubjectDistance if self.inFirstPerson then self:LeaveFirstPerson() end end end -- Pass target distance and zoom direction to the zoom controller ZoomController.SetZoomParameters(self.currentSubjectDistance, math.sign(desiredSubjectDistance - lastSubjectDistance)) -- Returned only for convenience to the caller to know the outcome return self.currentSubjectDistance end function BaseCamera:SetCameraType( cameraType ) --Used by derived classes self.cameraType = cameraType end function BaseCamera:GetCameraType() return self.cameraType end
-- Public Functions
function GameManager:Initialize() MapManager:SaveMap() end function GameManager:RunIntermission() IntermissionRunning = true TimeManager:StartTimer(Configurations.INTERMISSION_DURATION) DisplayManager:StartIntermission() EnoughPlayers = Players.NumPlayers >= Configurations.MIN_PLAYERS DisplayManager:UpdateTimerInfo(true, not EnoughPlayers) spawn(function() repeat if EnoughPlayers and Players.NumPlayers < Configurations.MIN_PLAYERS then EnoughPlayers = false elseif not EnoughPlayers and Players.NumPlayers >= Configurations.MIN_PLAYERS then EnoughPlayers = true end DisplayManager:UpdateTimerInfo(true, not EnoughPlayers) wait(.5) until IntermissionRunning == false end) wait(Configurations.INTERMISSION_DURATION) IntermissionRunning = false end function GameManager:StopIntermission() --IntermissionRunning = false DisplayManager:UpdateTimerInfo(false, false) DisplayManager:StopIntermission() end function GameManager:GameReady() return Players.NumPlayers >= Configurations.MIN_PLAYERS end function GameManager:StartRound() TeamManager:ClearTeamScores() PlayerManager:ClearPlayerScores() PlayerManager:AllowPlayerSpawn(true) PlayerManager:LoadPlayers() GameRunning = true PlayerManager:SetGameRunning(true) TimeManager:StartTimer(Configurations.ROUND_DURATION) end function GameManager:Update() --TODO: Add custom custom game code here end function GameManager:RoundOver() local winningTeam = TeamManager:HasTeamWon() if winningTeam then DisplayManager:DisplayVictory(winningTeam) return true end if TimeManager:TimerDone() then if TeamManager:AreTeamsTied() then DisplayManager:DisplayVictory('Tie') else winningTeam = TeamManager:GetWinningTeam() DisplayManager:DisplayVictory(winningTeam) end return true end return false end function GameManager:RoundCleanup() PlayerManager:SetGameRunning(false) wait(Configurations.END_GAME_WAIT) PlayerManager:AllowPlayerSpawn(false) PlayerManager:DestroyPlayers() DisplayManager:DisplayVictory(nil) TeamManager:ClearTeamScores() PlayerManager:ClearPlayerScores() TeamManager:ShuffleTeams() MapManager:ClearMap() MapManager:LoadMap() end
--[[ Iterates over a Pages object for paginated web requests Based on code sample from: https://create.roblox.com/docs/reference/engine/classes/Pages --]]
local function iterateOverPagesAsync(pages: Pages) return coroutine.wrap(function() local pageNumber = 1 while true do for _, item in ipairs(pages:GetCurrentPage()) do coroutine.yield(item, pageNumber) end if pages.IsFinished then break end pages:AdvanceToNextPageAsync() pageNumber += 1 end end) end return iterateOverPagesAsync
-- Get the BanPlayer RemoteFunction from ReplicatedStorage
local banPlayerRemote = ReplicatedStorage:WaitForChild("BanPlayer")
--// # key, ManOn
mouse.KeyDown:connect(function(key) if key=="u" then veh.Lightbar.middle.Man:Play() veh.Lightbar.middle.Wail.Volume = 0 veh.Lightbar.middle.Yelp.Volume = 0 veh.Lightbar.middle.Priority.Volume = 0 script.Parent.Parent.Sirens.Man.BackgroundColor3 = Color3.fromRGB(215, 135, 110) end end)
-- print(AnimName .. " " .. Index .. " [" .. OrigRoll .. "]")
local Anim = AnimTable[AnimName][Index].Anim -- load it to the humanoid; get AnimationTrack CurrentAnimTrack = Humanoid:LoadAnimation(Anim) -- play the animation CurrentAnimTrack:Play(TransitionTime) CurrentAnim = AnimName -- set up Keyframe Name triggers if CurrentAnimKeyframeHandler then CurrentAnimKeyframeHandler:disconnect() end CurrentAnimKeyframeHandler = CurrentAnimTrack.KeyframeReached:connect(KeyframeReachedFunc) end end
-- Decompiled with the Synapse X Luau decompiler.
local l__LocalPlayer__1 = game.Players.LocalPlayer; script.Parent.MouseButton1Click:Connect(function() if script.Parent.Parent.Parent.TeleportFrame.Visible ~= true then game.Players.LocalPlayer.PlayerGui.HomeScreenGui.PaddingFrame.LayoutFrame.TeleportFrame.Active = true; game.Players.LocalPlayer.PlayerGui.HomeScreenGui.PaddingFrame.LayoutFrame.TeleportFrame.Visible = true; script.Parent.Parent.Parent.EmotesFrame.Visible = false else game.Players.LocalPlayer.PlayerGui.HomeScreenGui.PaddingFrame.LayoutFrame.TeleportFrame.Active = false; game.Players.LocalPlayer.PlayerGui.HomeScreenGui.PaddingFrame.LayoutFrame.TeleportFrame.Visible = false; end; end);
-- RightShoulder.MaxVelocity = 0.5 -- LeftShoulder.MaxVelocity = 0.5
LimbAmplitude = 1 LimbFrequency = 9 NeckAmplitude = 0 NeckFrequency = 0 NeckDesiredAngle = 0 ClimbFudge = math.pi else LimbAmplitude = 0.1 LimbFrequency = 1 NeckAmplitude = 0.25 NeckFrequency = 1.25 end local NeckDesiredAngle = ((not NeckDesiredAngle and (NeckAmplitude * math.sin(Time * NeckFrequency))) or NeckDesiredAngle) local LimbDesiredAngle = (LimbAmplitude * math.sin(Time * LimbFrequency)) for _, motor in next, Limbs do if string.match(motor.Name, "Left") or string.match(motor.Name, "Front") or string.match(motor.Name, "Right") or string.match(motor.Name, "Back") then motor.MaxVelocity = (Pose == "Running" and 0.05) or (Pose == "Climbing" and 0.5) or 0.1 motor.DesiredAngle = LimbDesiredAngle elseif string.match(motor.Name, "Neck") then motor.DesiredAngle = NeckDesiredAngle end end for _, motor in next, Joints do motor.DesiredAngle = (LimbDesiredAngle + ClimbFudge) end --Neck.DesiredAngle = NeckDesiredAngle
--[=[ Wraps the :WaitForChild API with a promise @function promiseChild @param parent Instance @param name string @param timeOut number? @return Promise<Instance> @within promiseChild ]=]
return function(parent, name, timeOut) local result = parent:FindFirstChild(name) if result then return Promise.resolved(result) end return Promise.spawn(function(resolve, reject) local child = parent:WaitForChild(name, timeOut) if child then resolve(child) else reject("Timed out") end end) end
-- functions
function stopAllAnimations() local oldAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then oldAnim = "idle" end if currentlyPlayingEmote then oldAnim = "idle" currentlyPlayingEmote = false end currentAnim = "" currentAnimInstance = nil if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end if (currentAnimTrack ~= nil) then currentAnimTrack:Stop() currentAnimTrack:Destroy() currentAnimTrack = nil end for _,v in pairs(locomotionMap) do if v.track then v.track:Stop() v.track:Destroy() v.track = nil end end return oldAnim end function getHeightScale() if Humanoid then if not Humanoid.AutomaticScalingEnabled then return 1 end local scale = Humanoid.HipHeight / HumanoidHipHeight if AnimationSpeedDampeningObject == nil then AnimationSpeedDampeningObject = script:FindFirstChild("ScaleDampeningPercent") end if AnimationSpeedDampeningObject ~= nil then scale = 1 + (Humanoid.HipHeight - HumanoidHipHeight) * AnimationSpeedDampeningObject.Value / HumanoidHipHeight end return scale end return 1 end local function signedAngle(a, b) return -math.atan2(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y) end local angleWeight = 2.0 local function get2DWeight(px, p1, p2, sx, s1, s2) local avgLength = 0.5 * (s1 + s2) local p_1 = {x = (sx - s1)/avgLength, y = (angleWeight * signedAngle(p1, px))} local p12 = {x = (s2 - s1)/avgLength, y = (angleWeight * signedAngle(p1, p2))} local denom = smallButNotZero + (p12.x*p12.x + p12.y*p12.y) local numer = p_1.x * p12.x + p_1.y * p12.y local r = math.clamp(1.0 - numer/denom, 0.0, 1.0) return r end local function blend2D(targetVelo, targetSpeed) local h = {} local sum = 0.0 for n,v1 in pairs(locomotionMap) do if targetVelo.x * v1.lv.x < 0.0 or targetVelo.y * v1.lv.y < 0 then -- Require same quadrant as target h[n] = 0.0 continue end h[n] = math.huge for j,v2 in pairs(locomotionMap) do if targetVelo.x * v2.lv.x < 0.0 or targetVelo.y * v2.lv.y < 0 then -- Require same quadrant as target continue end h[n] = math.min(h[n], get2DWeight(targetVelo, v1.lv, v2.lv, targetSpeed, v1.speed, v2.speed)) end sum += h[n] end --truncates below 10% contribution local sum2 = 0.0 local weightedVeloX = 0 local weightedVeloY = 0 for n,v in pairs(locomotionMap) do if (h[n] / sum > 0.1) then sum2 += h[n] weightedVeloX += h[n] * v.lv.x weightedVeloY += h[n] * v.lv.y else h[n] = 0.0 end end local animSpeed local weightedSpeedSquared = weightedVeloX * weightedVeloX + weightedVeloY * weightedVeloY if weightedSpeedSquared > smallButNotZero then animSpeed = math.sqrt(targetSpeed * targetSpeed / weightedSpeedSquared) else animSpeed = 0 end animSpeed = animSpeed / getHeightScale() local groupTimePosition = 0 for n,v in pairs(locomotionMap) do if v.track.IsPlaying then groupTimePosition = v.track.TimePosition break end end for n,v in pairs(locomotionMap) do -- if not loco if h[n] > 0.0 then if not v.track.IsPlaying then v.track:Play(runBlendtime) v.track.TimePosition = groupTimePosition end local weight = math.max(smallButNotZero, h[n] / sum2) v.track:AdjustWeight(weight, runBlendtime) v.track:AdjustSpeed(animSpeed) else v.track:Stop(runBlendtime) end end end local function getWalkDirection() local walkToPoint = Humanoid.WalkToPoint local walkToPart = Humanoid.WalkToPart if Humanoid.MoveDirection ~= Vector3.zero then return Humanoid.MoveDirection elseif walkToPart or walkToPoint ~= Vector3.zero then local destination if walkToPart then destination = walkToPart.CFrame:PointToWorldSpace(walkToPoint) else destination = walkToPoint end local moveVector = Vector3.zero if Humanoid.RootPart then moveVector = destination - Humanoid.RootPart.CFrame.Position moveVector = Vector3.new(moveVector.x, 0.0, moveVector.z) local mag = moveVector.Magnitude if mag > 0.01 then moveVector /= mag end end return moveVector else return Humanoid.MoveDirection end end local function updateVelocity(currentTime) local tempDir if locomotionMap == strafingLocomotionMap then local moveDirection = getWalkDirection() if not Humanoid.RootPart then return end local cframe = Humanoid.RootPart.CFrame if math.abs(cframe.UpVector.Y) < smallButNotZero or pose ~= "Running" or humanoidSpeed < 0.001 then -- We are horizontal! Do something (turn off locomotion) for n,v in pairs(locomotionMap) do if v.track then v.track:AdjustWeight(smallButNotZero, runBlendtime) end end return end local lookat = cframe.LookVector local direction = Vector3.new(lookat.X, 0.0, lookat.Z) direction = direction / direction.Magnitude --sensible upVector means this is non-zero. local ly = moveDirection:Dot(direction) if ly <= 0.0 and ly > -0.05 then ly = smallButNotZero -- break quadrant ties in favor of forward-friendly strafes end local lx = direction.X*moveDirection.Z - direction.Z*moveDirection.X local tempDir = Vector2.new(lx, ly) -- root space moveDirection local delta = Vector2.new(tempDir.x-cachedLocalDirection.x, tempDir.y-cachedLocalDirection.y) -- Time check serves the purpose of the old keyframeReached sync check, as it syncs anim timePosition if delta:Dot(delta) > 0.001 or math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then cachedLocalDirection = tempDir cachedRunningSpeed = humanoidSpeed lastBlendTime = currentTime blend2D(cachedLocalDirection, cachedRunningSpeed) end else if math.abs(humanoidSpeed - cachedRunningSpeed) > 0.01 or currentTime - lastBlendTime > 1 then cachedRunningSpeed = humanoidSpeed lastBlendTime = currentTime blend2D(Vector2.yAxis, cachedRunningSpeed) end end end function setAnimationSpeed(speed) if currentAnim ~= "walk" then if speed ~= currentAnimSpeed then currentAnimSpeed = speed currentAnimTrack:AdjustSpeed(currentAnimSpeed) end end end function keyFrameReachedFunc(frameName) if (frameName == "End") then local repeatAnim = currentAnim -- return to idle if finishing an emote if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then repeatAnim = "idle" end if currentlyPlayingEmote then if currentAnimTrack.Looped then -- Allow the emote to loop return end repeatAnim = "idle" currentlyPlayingEmote = false end local animSpeed = currentAnimSpeed playAnimation(repeatAnim, 0.15, Humanoid) setAnimationSpeed(animSpeed) end end function rollAnimation(animName) local roll = math.random(1, animTable[animName].totalWeight) local origRoll = roll local idx = 1 while (roll > animTable[animName][idx].weight) do roll = roll - animTable[animName][idx].weight idx = idx + 1 end return idx end local maxVeloX, minVeloX, maxVeloY, minVeloY local function destroyRunAnimations() for _,v in pairs(strafingLocomotionMap) do if v.track then v.track:Stop() v.track:Destroy() v.track = nil end end for _,v in pairs(fallbackLocomotionMap) do if v.track then v.track:Stop() v.track:Destroy() v.track = nil end end cachedRunningSpeed = 0 end local function resetVelocityBounds(velo) minVeloX = 0 maxVeloX = 0 minVeloY = 0 maxVeloY = 0 end local function updateVelocityBounds(velo) if velo then if velo.x > maxVeloX then maxVeloX = velo.x end if velo.y > maxVeloY then maxVeloY = velo.y end if velo.x < minVeloX then minVeloX = velo.x end if velo.y < minVeloY then minVeloY = velo.y end end end local function checkVelocityBounds(velo) if maxVeloX == 0 or minVeloX == 0 or maxVeloY == 0 or minVeloY == 0 then if locomotionMap == strafingLocomotionMap then warn("Strafe blending disabled. Not all quadrants of motion represented.") end locomotionMap = fallbackLocomotionMap else locomotionMap = strafingLocomotionMap end end local function setupWalkAnimation(anim, animName, transitionTime, humanoid) resetVelocityBounds() -- check to see if we need to blend a walk/run animation for n,v in pairs(locomotionMap) do v.track = humanoid:LoadAnimation(animTable[n][1].anim) v.track.Priority = Enum.AnimationPriority.Core updateVelocityBounds(v.lv) end checkVelocityBounds() end local function switchToAnim(anim, animName, transitionTime, humanoid) -- switch animation if (anim ~= currentAnimInstance) then if (currentAnimTrack ~= nil) then currentAnimTrack:Stop(transitionTime) currentAnimTrack:Destroy() end if (currentAnimKeyframeHandler ~= nil) then currentAnimKeyframeHandler:disconnect() end currentAnimSpeed = 1.0 currentAnim = animName currentAnimInstance = anim -- nil in the case of locomotion if animName == "walk" then setupWalkAnimation(anim, animName, transitionTime, humanoid) else destroyRunAnimations() -- load it to the humanoid; get AnimationTrack currentAnimTrack = humanoid:LoadAnimation(anim) currentAnimTrack.Priority = Enum.AnimationPriority.Core currentAnimTrack:Play(transitionTime) -- set up keyframe name triggers currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc) end end end function playAnimation(animName, transitionTime, humanoid) local idx = rollAnimation(animName) local anim = animTable[animName][idx].anim switchToAnim(anim, animName, transitionTime, humanoid) currentlyPlayingEmote = false end function playEmote(emoteAnim, transitionTime, humanoid) switchToAnim(emoteAnim, emoteAnim.Name, transitionTime, humanoid) currentlyPlayingEmote = true end
--------| Reference |--------
local hostFolder = game.ReplicatedStorage:WaitForChild("Assets")
--Enter the name of the model you want to go to here. ------------------------------------
modelname="Exit"
--[[ The Module ]]
-- local BaseCamera = {} BaseCamera.__index = BaseCamera function BaseCamera.new() local self = setmetatable({}, BaseCamera) -- So that derived classes have access to this self.FIRST_PERSON_DISTANCE_THRESHOLD = FIRST_PERSON_DISTANCE_THRESHOLD self.cameraType = nil self.cameraMovementMode = nil local player = Players.LocalPlayer self.lastCameraTransform = nil self.rotateInput = ZERO_VECTOR2 self.userPanningCamera = false self.lastUserPanCamera = tick() self.humanoidRootPart = nil self.humanoidCache = {} -- Subject and position on last update call self.lastSubject = nil self.lastSubjectPosition = Vector3.new(0,5,0) -- These subject distance members refer to the nominal camera-to-subject follow distance that the camera -- is trying to maintain, not the actual measured value. -- The default is updated when screen orientation or the min/max distances change, -- to be sure the default is always in range and appropriate for the orientation. self.defaultSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, DEFAULT_DISTANCE) self.currentSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, DEFAULT_DISTANCE) self.inFirstPerson = false self.inMouseLockedMode = false self.portraitMode = false self.isSmallTouchScreen = false -- Used by modules which want to reset the camera angle on respawn. self.resetCameraAngle = true self.enabled = false -- Input Event Connections self.inputBeganConn = nil self.inputChangedConn = nil self.inputEndedConn = nil self.startPos = nil self.lastPos = nil self.panBeginLook = nil self.panEnabled = true self.keyPanEnabled = true self.distanceChangeEnabled = true self.PlayerGui = nil self.cameraChangedConn = nil self.viewportSizeChangedConn = nil self.boundContextActions = {} -- VR Support self.shouldUseVRRotation = false self.VRRotationIntensityAvailable = false self.lastVRRotationIntensityCheckTime = 0 self.lastVRRotationTime = 0 self.vrRotateKeyCooldown = {} self.cameraTranslationConstraints = Vector3.new(1, 1, 1) self.humanoidJumpOrigin = nil self.trackingHumanoid = nil self.cameraFrozen = false self.subjectStateChangedConn = nil -- Gamepad support self.activeGamepad = nil self.gamepadPanningCamera = false self.lastThumbstickRotate = nil self.numOfSeconds = 0.7 self.currentSpeed = 0 self.maxSpeed = 6 self.vrMaxSpeed = 4 self.lastThumbstickPos = Vector2.new(0,0) self.ySensitivity = 0.65 self.lastVelocity = nil self.gamepadConnectedConn = nil self.gamepadDisconnectedConn = nil self.currentZoomSpeed = 1.0 self.L3ButtonDown = false self.dpadLeftDown = false self.dpadRightDown = false -- Touch input support self.isDynamicThumbstickEnabled = false self.fingerTouches = {} self.dynamicTouchInput = nil self.numUnsunkTouches = 0 self.inputStartPositions = {} self.inputStartTimes = {} self.startingDiff = nil self.pinchBeginZoom = nil self.userPanningTheCamera = false self.touchActivateConn = nil -- Mouse locked formerly known as shift lock mode self.mouseLockOffset = ZERO_VECTOR3 -- [[ NOTICE ]] -- -- Initialization things used to always execute at game load time, but now these camera modules are instantiated -- when needed, so the code here may run well after the start of the game if player.Character then self:OnCharacterAdded(player.Character) end player.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) if self.cameraChangedConn then self.cameraChangedConn:Disconnect() end self.cameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) self:OnCurrentCameraChanged() if self.playerCameraModeChangeConn then self.playerCameraModeChangeConn:Disconnect() end self.playerCameraModeChangeConn = player:GetPropertyChangedSignal("CameraMode"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.minDistanceChangeConn then self.minDistanceChangeConn:Disconnect() end self.minDistanceChangeConn = player:GetPropertyChangedSignal("CameraMinZoomDistance"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.maxDistanceChangeConn then self.maxDistanceChangeConn:Disconnect() end self.maxDistanceChangeConn = player:GetPropertyChangedSignal("CameraMaxZoomDistance"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.playerDevTouchMoveModeChangeConn then self.playerDevTouchMoveModeChangeConn:Disconnect() end self.playerDevTouchMoveModeChangeConn = player:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() self:OnDevTouchMovementModeChanged() end) self:OnDevTouchMovementModeChanged() -- Init if self.gameSettingsTouchMoveMoveChangeConn then self.gameSettingsTouchMoveMoveChangeConn:Disconnect() end self.gameSettingsTouchMoveMoveChangeConn = UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() self:OnGameSettingsTouchMovementModeChanged() end) self:OnGameSettingsTouchMovementModeChanged() -- Init UserGameSettings:SetCameraYInvertVisible() UserGameSettings:SetGamepadCameraSensitivityVisible() self.hasGameLoaded = game:IsLoaded() if not self.hasGameLoaded then self.gameLoadedConn = game.Loaded:Connect(function() self.hasGameLoaded = true self.gameLoadedConn:Disconnect() self.gameLoadedConn = nil end) end self:OnPlayerCameraPropertyChange() return self end function BaseCamera:GetModuleName() return "BaseCamera" end function BaseCamera:OnCharacterAdded(char) self.resetCameraAngle = self.resetCameraAngle or self:GetEnabled() self.humanoidRootPart = nil if UserInputService.TouchEnabled then self.PlayerGui = Players.LocalPlayer:WaitForChild("PlayerGui") for _, child in ipairs(char:GetChildren()) do if child:IsA("Tool") then self.isAToolEquipped = true end end char.ChildAdded:Connect(function(child) if child:IsA("Tool") then self.isAToolEquipped = true end end) char.ChildRemoved:Connect(function(child) if child:IsA("Tool") then self.isAToolEquipped = false end end) end end function BaseCamera:GetHumanoidRootPart() if not self.humanoidRootPart then local player = Players.LocalPlayer if player.Character then local humanoid = player.Character:FindFirstChildOfClass("Humanoid") if humanoid then self.humanoidRootPart = humanoid.RootPart end end end return self.humanoidRootPart end function BaseCamera:GetBodyPartToFollow(humanoid, isDead) -- If the humanoid is dead, prefer the head part if one still exists as a sibling of the humanoid if humanoid:GetState() == Enum.HumanoidStateType.Dead then local character = humanoid.Parent if character and character:IsA("Model") then return character:FindFirstChild("Head") or humanoid.RootPart end end return humanoid.RootPart end function BaseCamera:GetSubjectPosition() local result = self.lastSubjectPosition local camera = game.Workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead if VRService.VREnabled and humanoidIsDead and humanoid == self.lastSubject then result = self.lastSubjectPosition else local bodyPartToFollow = humanoid.RootPart -- If the humanoid is dead, prefer their head part as a follow target, if it exists if humanoidIsDead then if humanoid.Parent and humanoid.Parent:IsA("Model") then bodyPartToFollow = humanoid.Parent:FindFirstChild("Head") or bodyPartToFollow end end if bodyPartToFollow and bodyPartToFollow:IsA("BasePart") then local heightOffset if humanoid.RigType == Enum.HumanoidRigType.R15 then if humanoid.AutomaticScalingEnabled then heightOffset = R15_HEAD_OFFSET if bodyPartToFollow == humanoid.RootPart then local rootPartSizeOffset = (humanoid.RootPart.Size.Y/2) - (HUMANOID_ROOT_PART_SIZE.Y/2) heightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0) end else heightOffset = R15_HEAD_OFFSET_NO_SCALING end else heightOffset = HEAD_OFFSET end if humanoidIsDead then heightOffset = ZERO_VECTOR3 end result = bodyPartToFollow.CFrame.p + bodyPartToFollow.CFrame:vectorToWorldSpace(heightOffset + humanoid.CameraOffset) end end elseif cameraSubject:IsA("VehicleSeat") then local offset = SEAT_OFFSET if VRService.VREnabled then offset = VR_SEAT_OFFSET end result = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset) elseif cameraSubject:IsA("SkateboardPlatform") then result = cameraSubject.CFrame.p + SEAT_OFFSET elseif cameraSubject:IsA("BasePart") then result = cameraSubject.CFrame.p elseif cameraSubject:IsA("Model") then if cameraSubject.PrimaryPart then result = cameraSubject:GetPrimaryPartCFrame().p else result = cameraSubject:GetModelCFrame().p end end else -- cameraSubject is nil -- Note: Previous RootCamera did not have this else case and let self.lastSubject and self.lastSubjectPosition -- both get set to nil in the case of cameraSubject being nil. This function now exits here to preserve the -- last set valid values for these, as nil values are not handled cases return end self.lastSubject = cameraSubject self.lastSubjectPosition = result return result end function BaseCamera:UpdateDefaultSubjectDistance() local player = Players.LocalPlayer if self.portraitMode then self.defaultSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, PORTRAIT_DEFAULT_DISTANCE) else self.defaultSubjectDistance = Util.Clamp(player.CameraMinZoomDistance, player.CameraMaxZoomDistance, DEFAULT_DISTANCE) end end function BaseCamera:OnViewportSizeChanged() local camera = game.Workspace.CurrentCamera local size = camera.ViewportSize self.portraitMode = size.X < size.Y self.isSmallTouchScreen = UserInputService.TouchEnabled and (size.Y < 500 or size.X < 700) self:UpdateDefaultSubjectDistance() end
-- 16-18
module.Subcategory.Accessories = 19 module.Subcategory.HairAccessories = 20 module.Subcategory.FaceAccessories = 21 module.Subcategory.NeckAccessories = 22 module.Subcategory.ShoulderAccessories = 23 module.Subcategory.FrontAccessories = 24 module.Subcategory.BackAccessories = 25 module.Subcategory.WaistAccessories = 26 module.Subcategory.AvatarAnimations = 27
-- ================================================================================ -- LOCAL FUNCTIONS -- ================================================================================
local function countdown() -- Show GUI TimerFrame.Visible = true -- Set time remaining to countdown duration local timeRemaining = DURATION -- Countdown repeat Timer.Text = tostring(timeRemaining) timeRemaining = timeRemaining - 1 CountdownBeep:Play() wait(1) until timeRemaining == 0 CountdownEndBeep:Play() -- Hide GUI TimerFrame.Visible = false end
--local touched = weapon.Touched:connect(function(part) -- if part.Parent and part.Parent:FindFirstChild("Humanoid") then -- local humanoid = part.Parent.Humanoid -- -- Damage your Humanoid taking away 10 Health -- humanoid:TakeDamage(10) -- end --end)
--returns the wielding player of this tool
function getPlayer() local char = Tool.Parent return game:GetService("Players"):GetPlayerFromCharacter(Character) end local function setTransparency(object: Instance, transparency: number) for i, v in ipairs(object:GetDescendants()) do if v:IsA("BasePart") then v.Transparency = transparency end end end local function setCollision(object: Instance, collision: boolean) for i, v in ipairs(object:GetDescendants()) do if v:IsA("BasePart") then v.CanCollide = collision end end end function Toss(direction) local handlePos = Vector3.new(Tool.Handle.Position.X, 0, Tool.Handle.Position.Z) local spawnPos = Character.Head.Position spawnPos = spawnPos + (direction * 5) local Object = Tool.Handle:Clone() local PinClone = Object.Details.Top.Handle.Pin:Clone() PinClone.CanCollide = true PinClone.Archivable = false PinClone.Parent = workspace game:GetService("Debris"):AddItem(PinClone, 5) Object.Details.Top.Handle.Pin.Transparency = 1 setTransparency(Tool.Handle.Details, 1) setCollision(Object.Details, true) Object.Parent = workspace Object.Fuse:Play() Object.Swing.Pitch = Random.new():NextInteger(90, 110) / 100 Object.Swing:Play() Object.CFrame = Tool.Handle.CFrame Object.Velocity = (direction * AttackVelocity) + Vector3.new(0, AttackVelocity / 7.5, 0) Object.Trail.Enabled = true local rand = 11.25 Object.RotVelocity = Vector3.new( Random.new():NextNumber(-rand, rand), Random.new():NextNumber(-rand, rand), Random.new():NextNumber(-rand, rand) ) Object:SetNetworkOwner(getPlayer()) local tag = Instance.new("ObjectValue") tag.Value = getPlayer() tag.Name = "creator" tag.Parent = Object local ScriptClone = DamageScript:Clone() ScriptClone.Parent = Object ScriptClone.Disabled = false end PowerRemote.OnServerEvent:Connect(function(player, Power) local holder = getPlayer() if holder ~= player then return end AttackVelocity = Power end) TossRemote.OnServerEvent:Connect(function(player, mousePosition) local holder = getPlayer() if holder ~= player then return end if Cooldown.Value == true then return end Cooldown.Value = true if Humanoid and Humanoid.RigType == Enum.HumanoidRigType.R15 then TossRemote:FireClient(getPlayer(), "PlayAnimation", "Animation") end local targetPos = mousePosition.p local lookAt = (targetPos - Character.Head.Position).unit Toss(lookAt) Tool:Destroy() --task.wait(CooldownTime) --setTransparency(Tool.Handle.Details, 0) --Cooldown.Value = false end) Tool.Equipped:Connect(function() Character = Tool.Parent Humanoid = Character:FindFirstChildOfClass("Humanoid") end) Tool.Unequipped:Connect(function() Character = nil Humanoid = nil end)
-- Events
local Events = ReplicatedStorage.Events local BuyUpgradeEvent = Events.BuyUpgrade local ChangeController = Events.ChangeController local PlayerEnteredLobby = Events.PlayerEnteredLobby
--[[ Boolean Keyboard:IsDown(keyCode) Boolean Keyboard:AreAllDown(keyCodes...) Boolean Keyboard:AreAnyDown(keyCodes...) Keyboard.KeyDown(keyCode) Keyboard.KeyUp(keyCode) --]]
local Keyboard = {} local userInput = game:GetService("UserInputService") function Keyboard:IsDown(keyCode) return userInput:IsKeyDown(keyCode) end function Keyboard:AreAllDown(...) for _,keyCode in pairs{...} do if (not userInput:IsKeyDown(keyCode)) then return false end end return true end function Keyboard:AreAnyDown(...) for _,keyCode in pairs{...} do if (userInput:IsKeyDown(keyCode)) then return true end end return false end function Keyboard:Start() end function Keyboard:Init() self.KeyDown = self.Shared.Event.new() self.KeyUp = self.Shared.Event.new() userInput.InputBegan:Connect(function(input, processed) if (processed) then return end if (input.UserInputType == Enum.UserInputType.Keyboard) then self.KeyDown:Fire(input.KeyCode) end end) userInput.InputEnded:Connect(function(input, processed) if (input.UserInputType == Enum.UserInputType.Keyboard) then self.KeyUp:Fire(input.KeyCode) end end) end return Keyboard
-- Services
local starterGui = game:GetService("StarterGui")
--// Commands --// Highly recommended you disable Intellesense before editing this...
return function(Vargs, GetEnv) local env = GetEnv(nil, {script = script}) setfenv(1, env) local server = Vargs.Server local service = Vargs.Service local Settings = server.Settings local Functions, Commands, Admin, Anti, Core, HTTP, Logs, Remote, Process, Variables, Deps local function Init() Functions = server.Functions; Admin = server.Admin; Anti = server.Anti; Core = server.Core; HTTP = server.HTTP; Logs = server.Logs; Remote = server.Remote; Process = server.Process; Variables = server.Variables; Commands = server.Commands; Deps = server.Deps; --// Automatic New Command Caching and Ability to do server.Commands[":ff"] setmetatable(Commands, { __index = function(self, ind) local targInd = Admin.CommandCache[string.lower(ind)] if targInd then return rawget(Commands, targInd) end end; __newindex = function(self, ind, val) rawset(Commands, ind, val) if val and type(val) == "table" and val.Commands and val.Prefix then for i, cmd in pairs(val.Commands) do Admin.PrefixCache[val.Prefix] = true Admin.CommandCache[string.lower((val.Prefix..cmd))] = ind end end end; }) Logs:AddLog("Script", "Loading Command Modules...") --// Load command modules if server.CommandModules then local env = GetEnv() for i, module in ipairs(server.CommandModules:GetChildren()) do local func = require(module) local ran, tab = pcall(func, Vargs, env) if ran and tab and type(tab) == "table" then for ind, cmd in pairs(tab) do Commands[ind] = cmd end Logs:AddLog("Script", "Loaded Command Module: ".. module.Name) elseif not ran then warn("CMDMODULE ".. module.Name .. " failed to load:") warn(tostring(tab)) Logs:AddLog("Script", "Loading Command Module Failed: ".. module.Name) end end end --// Cache commands Admin.CacheCommands() Commands.Init = nil Logs:AddLog("Script", "Commands Module Initialized") end; local function RunAfterPlugins() --// Load custom user-supplied commands in settings.Commands for ind, cmd in pairs(Settings.Commands or {}) do if type(cmd) == "table" and cmd.Function then setfenv(cmd.Function, getfenv()) Commands[ind] = cmd end end --// Change command permissions based on settings local Trim = service.Trim for ind, cmd in pairs(Settings.Permissions or {}) do local com, level = string.match(cmd, "^(.*):(.*)") if com and level then if string.find(level, ",") then local newLevels = {} for lvl in string.gmatch(level, "[^%s,]+") do table.insert(newLevels, Trim(lvl)) end Admin.SetPermission(com, newLevels) else Admin.SetPermission(com, level) end end end --// Update existing permissions to new levels for i, cmd in pairs(Commands) do if type(cmd) == "table" and cmd.AdminLevel then local lvl = cmd.AdminLevel if type(lvl) == "string" then cmd.AdminLevel = Admin.StringToComLevel(lvl) --print("Changed " .. tostring(lvl) .. " to " .. tostring(cmd.AdminLevel)) elseif type(lvl) == "table" then for b, v in pairs(lvl) do lvl[b] = Admin.StringToComLevel(v) end elseif type(lvl) == "nil" then cmd.AdminLevel = 0 end if not cmd.Prefix then cmd.Prefix = Settings.Prefix end if not cmd.Args then cmd.Args = {} end if not cmd.Function then cmd.Function = function(plr) Remote.MakeGui(plr, "Output", {Message = "No command implementation"}) end end if cmd.ListUpdater then Logs.ListUpdaters[i] = function(plr, ...) if not plr or Admin.CheckComLevel(Admin.GetLevel(plr), cmd.AdminLevel) then if type(cmd.ListUpdater) == "function" then return cmd.ListUpdater(plr, ...) end return Logs[cmd.ListUpdater] end end end end end Commands.RunAfterPlugins = nil end; server.Commands = { Init = Init; RunAfterPlugins = RunAfterPlugins; }; end
-- Get references to the DockShelf and its children
local dockShelf = script.Parent.Parent.Parent.Parent.Parent.DockShelf local aFinderButton = dockShelf.BMessages local Minimalise = script.Parent local window = script.Parent.Parent.Parent local msgbar = window.MesgBar
--[[ \\\ Turn any number (even bigger than 2^47) into a number string w/ commas Functions.Commas( number, <-- |REQ| Any number. ) --]]
return function(n) --- Remove scientific notation n = tostring(string.format("%18.0f", tonumber(n) or 0)) --- Convert to commas n = (tostring(n):reverse():gsub("(%d%d%d)", "%1,"):reverse()..(tostring(n):match("%.%d+") or "")):gsub("^,", "") --- Cleanup n = string.gsub(n, "%s+", "") n = string.sub(n, (string.sub(n, 0, 1) == "," and 2 or 0)) -- return n end
--put on startercharacterscripts --Made Actually like slap battles --Use this while it lasts because roblox will take it down
local humanoid = script.Parent:WaitForChild("Humanoid") humanoid.BreakJointsOnDeath = false humanoid.Died:Connect(function() for index,joint in pairs(script.Parent:GetDescendants()) do if joint:IsA("Motor6D") then local socket = Instance.new("BallSocketConstraint") local a1 = Instance.new("Attachment") local a2 = Instance.new("Attachment") a1.Parent = joint.Part0 a2.Parent = joint.Part1 socket.Parent = joint.Parent socket.Attachment0 = a1 socket.Attachment1 = a2 a1.CFrame = joint.C0 a2.CFrame = joint.C1 socket.LimitsEnabled = true socket.TwistLimitsEnabled = true joint.Enabled = false end end end)
--///////////////// Internal-Use Methods --//////////////////////////////////////
function methods:InternalDestroy() for i, speaker in pairs(self.Speakers) do speaker:LeaveChannel(self.Name) end self.eDestroyed:Fire() self.eDestroyed:Destroy() self.eMessagePosted:Destroy() self.eSpeakerJoined:Destroy() self.eSpeakerLeft:Destroy() self.eSpeakerMuted:Destroy() self.eSpeakerUnmuted:Destroy() end function methods:InternalDoMessageFilter(speakerName, messageObj, channel) local filtersIterator = self.FilterMessageFunctions:GetIterator() for funcId, func, priority in filtersIterator do local success, errorMessage = pcall(function() func(speakerName, messageObj, channel) end) if not success then warn(string.format("DoMessageFilter Function '%s' failed for reason: %s", funcId, errorMessage)) end end end function methods:InternalDoProcessCommands(speakerName, message, channel) local commandsIterator = self.ProcessCommandsFunctions:GetIterator() for funcId, func, priority in commandsIterator do local success, returnValue = pcall(function() local ret = func(speakerName, message, channel) if type(ret) ~= "boolean" then error("Process command functions must return a bool") end return ret end) if not success then warn(string.format("DoProcessCommands Function '%s' failed for reason: %s", funcId, returnValue)) elseif returnValue then return true end end return false end function methods:InternalPostMessage(fromSpeaker, message, extraData) if (self:InternalDoProcessCommands(fromSpeaker.Name, message, self.Name)) then return false end if (self.Mutes[fromSpeaker.Name:lower()] ~= nil) then local t = self.Mutes[fromSpeaker.Name:lower()] if (t > 0 and os.time() > t) then self:UnmuteSpeaker(fromSpeaker.Name) else self:SendSystemMessageToSpeaker(ChatLocalization:Get("GameChat_ChatChannel_MutedInChannel","You are muted and cannot talk in this channel"), fromSpeaker.Name) return false end end local messageObj = self:InternalCreateMessageObject(message, fromSpeaker.Name, false, extraData) -- allow server to process the unfiltered message string messageObj.Message = message local processedMessage pcall(function() processedMessage = Chat:InvokeChatCallback(Enum.ChatCallbackType.OnServerReceivingMessage, messageObj) end) messageObj.Message = nil if processedMessage then -- developer server code's choice to mute the message if processedMessage.ShouldDeliver == false then return false end messageObj = processedMessage end message = self:SendMessageObjToFilters(message, messageObj, fromSpeaker) local sentToList = {} for i, speaker in pairs(self.Speakers) do local isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name) if not isMuted and self:CanCommunicate(fromSpeaker, speaker) then table.insert(sentToList, speaker.Name) if speaker.Name == fromSpeaker.Name then -- Send unfiltered message to speaker who sent the message. local cMessageObj = ShallowCopy(messageObj) cMessageObj.Message = message cMessageObj.IsFiltered = true -- We need to claim the message is filtered even if it not in this case for compatibility with legacy client side code. speaker:InternalSendMessage(cMessageObj, self.Name) else speaker:InternalSendMessage(messageObj, self.Name) end end end local success, err = pcall(function() self.eMessagePosted:Fire(messageObj) end) if not success and err then print("Error posting message: " ..err) end --// START FFLAG if (not IN_GAME_CHAT_USE_NEW_FILTER_API) then --// USES FFLAG --// OLD BEHAVIOR local filteredMessages = {} for i, speakerName in pairs(sentToList) do local filteredMessage = self.ChatService:InternalApplyRobloxFilter(messageObj.FromSpeaker, message, speakerName) if filteredMessage then filteredMessages[speakerName] = filteredMessage else return false end end for i, speakerName in pairs(sentToList) do local speaker = self.Speakers[speakerName] if (speaker) then local cMessageObj = ShallowCopy(messageObj) cMessageObj.Message = filteredMessages[speakerName] cMessageObj.IsFiltered = true speaker:InternalSendFilteredMessage(cMessageObj, self.Name) end end local filteredMessage = self.ChatService:InternalApplyRobloxFilter(messageObj.FromSpeaker, message) if filteredMessage then messageObj.Message = filteredMessage else return false end messageObj.IsFiltered = true self:InternalAddMessageToHistoryLog(messageObj) --// OLD BEHAVIOR else --// NEW BEHAVIOR local textFilterContext = self.Private and Enum.TextFilterContext.PrivateChat or Enum.TextFilterContext.PublicChat local filterSuccess, isFilterResult, filteredMessage = self.ChatService:InternalApplyRobloxFilterNewAPI( messageObj.FromSpeaker, message, textFilterContext ) if (filterSuccess) then messageObj.FilterResult = filteredMessage messageObj.IsFilterResult = isFilterResult else return false end messageObj.IsFiltered = true self:InternalAddMessageToHistoryLog(messageObj) for _, speakerName in pairs(sentToList) do local speaker = self.Speakers[speakerName] if (speaker) then speaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end end --// NEW BEHAVIOR end --// END FFLAG -- One more pass is needed to ensure that no speakers do not recieve the message. -- Otherwise a user could join while the message is being filtered who had not originally been sent the message. local speakersMissingMessage = {} for _, speaker in pairs(self.Speakers) do local isMuted = speaker:IsSpeakerMuted(fromSpeaker.Name) if not isMuted and self:CanCommunicate(fromSpeaker, speaker) then local wasSentMessage = false for _, sentSpeakerName in pairs(sentToList) do if speaker.Name == sentSpeakerName then wasSentMessage = true break end end if not wasSentMessage then table.insert(speakersMissingMessage, speaker.Name) end end end --// START FFLAG if (not IN_GAME_CHAT_USE_NEW_FILTER_API) then --// USES FFLAG --// OLD BEHAVIOR for _, speakerName in pairs(speakersMissingMessage) do local speaker = self.Speakers[speakerName] if speaker then local filteredMessage = self.ChatService:InternalApplyRobloxFilter(messageObj.FromSpeaker, message, speakerName) if filteredMessage == nil then return false end local cMessageObj = ShallowCopy(messageObj) cMessageObj.Message = filteredMessage cMessageObj.IsFiltered = true speaker:InternalSendFilteredMessage(cMessageObj, self.Name) end end --// OLD BEHAVIOR else --// NEW BEHAVIOR for _, speakerName in pairs(speakersMissingMessage) do local speaker = self.Speakers[speakerName] if speaker then speaker:InternalSendFilteredMessageWithFilterResult(messageObj, self.Name) end end --// NEW BEHAVIOR end --// END FFLAG return messageObj end function methods:InternalAddSpeaker(speaker) if (self.Speakers[speaker.Name]) then warn("Speaker \"" .. speaker.name .. "\" is already in the channel!") return end self.Speakers[speaker.Name] = speaker local success, err = pcall(function() self.eSpeakerJoined:Fire(speaker.Name) end) if not success and err then print("Error removing channel: " ..err) end end function methods:InternalRemoveSpeaker(speaker) if (not self.Speakers[speaker.Name]) then warn("Speaker \"" .. speaker.name .. "\" is not in the channel!") return end self.Speakers[speaker.Name] = nil local success, err = pcall(function() self.eSpeakerLeft:Fire(speaker.Name) end) if not success and err then print("Error removing speaker: " ..err) end end function methods:InternalRemoveExcessMessagesFromLog() local remove = table.remove while (#self.ChatHistory > self.MaxHistory) do remove(self.ChatHistory, 1) end end function methods:InternalAddMessageToHistoryLog(messageObj) table.insert(self.ChatHistory, messageObj) self:InternalRemoveExcessMessagesFromLog() end function methods:GetMessageType(message, fromSpeaker) if fromSpeaker == nil then return ChatConstants.MessageTypeSystem end return ChatConstants.MessageTypeDefault end function methods:InternalCreateMessageObject(message, fromSpeaker, isFiltered, extraData) local messageType = self:GetMessageType(message, fromSpeaker) local speakerUserId = -1 local speaker = nil if fromSpeaker then speaker = self.Speakers[fromSpeaker] if speaker then local player = speaker:GetPlayer() if player then speakerUserId = player.UserId else speakerUserId = 0 end end end local messageObj = { ID = self.ChatService:InternalGetUniqueMessageId(), FromSpeaker = fromSpeaker, SpeakerUserId = speakerUserId, OriginalChannel = self.Name, MessageLength = string.len(message), MessageType = messageType, IsFiltered = isFiltered, Message = isFiltered and message or nil, --// These two get set by the new API. The comments are just here --// to remind readers that they will exist so it's not super --// confusing if they find them in the code but cannot find them --// here. --FilterResult = nil, --IsFilterResult = false, Time = os.time(), ExtraData = {}, } if speaker then for k, v in pairs(speaker.ExtraData) do messageObj.ExtraData[k] = v end end if (extraData) then for k, v in pairs(extraData) do messageObj.ExtraData[k] = v end end return messageObj end function methods:SetChannelNameColor(color) self.ChannelNameColor = color for i, speaker in pairs(self.Speakers) do speaker:UpdateChannelNameColor(self.Name, color) end end function methods:GetWelcomeMessageForSpeaker(speaker) if self.GetWelcomeMessageFunction then local welcomeMessage = self.GetWelcomeMessageFunction(speaker) if welcomeMessage then return welcomeMessage end end return self.WelcomeMessage end function methods:RegisterGetWelcomeMessageFunction(func) if type(func) ~= "function" then error("RegisterGetWelcomeMessageFunction must be called with a function.") end self.GetWelcomeMessageFunction = func end function methods:UnRegisterGetWelcomeMessageFunction() self.GetWelcomeMessageFunction = nil end
--// SS3.33T Police Edit originally for 2017 Mercedes-Benz E300 by Itzt and MASERATl, base SS by Inspare
wait(0.1) local player = game.Players.LocalPlayer local HUB = script.Parent.HUB local limitButton = HUB.Limiter local lightOn = false local Camera = game.Workspace.CurrentCamera local cam = script.Parent.nxtcam.Value local carSeat = script.Parent.CarSeat.Value local mouse = game.Players.LocalPlayer:GetMouse()
-- FUNCTIONS --
return function(...) local Args = {...} local TargetPosition = Args[1] local fxPos = Vector3.new(TargetPosition.X, TargetPosition.Y - 1.5, TargetPosition.Z) local splashAttachment = Instance.new("Attachment") splashAttachment.Parent = workspace.Terrain splashAttachment.WorldPosition = fxPos game.Debris:AddItem(splashAttachment, 5) debrisModule.Shockwave(fxPos, 3, 13) coroutine.wrap(function() for i, v in pairs(script.FX:GetChildren()) do if v:IsA("ParticleEmitter") then local fx = v:Clone() fx.Parent = splashAttachment fx:Emit(fx:GetAttribute("EmitCount")) end end end)() end
--[=[ Starts the timer. Will do nothing if the timer is already running. ```lua timer:Start() ``` ]=]
function Timer:Start() if self._runHandle then return end if self.AllowDrift then self:_startTimer() else self:_startTimerNoDrift() end end
-- Комбинации данных
DataStore2.Combine(DB, "stage") local added=script.Parent.Parent.Diff.Value
-- the Tool, reffered to here as "Block." Do not change it!
Block = script.Parent.Parent.Bell1 -- You CAN change the name in the quotes "Example Tool"
-- Libraries
Region = require(Tool.Libraries.Region) Signal = require(Tool.Libraries.Signal) Support = require(Tool.Libraries.SupportLibrary) Try = require(Tool.Libraries.Try) Make = require(Tool.Libraries.Make) local Roact = require(Tool.Vendor:WaitForChild 'Roact') local Maid = require(Tool.Libraries:WaitForChild 'Maid') local Cryo = require(Tool.Libraries:WaitForChild('Cryo'))
-- Sounds
local Soundscape = game.Soundscape local ExplosionSound = Soundscape:FindFirstChild("ExplosionSound") local PARTICLE_DURATION = 1
--[[Transmission]]
Tune.TransModes = {"Auto", "Semi", "Manual"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 4.06 -- Gearing determines top speed and wheel torque Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed --[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear --[[Neutral]] 0 , -- Ratios can also be deleted --[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required --[[ 2 ]] 2.04 , --[[ 3 ]] 1.42 , --[[ 4 ]] 0.97 , --[[ 5 ]] 0.82 , --[[ 6 ]] 0.52 , } Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
--[[ @brief Add a function to be run when requested. @param func The function to run. @param args... The arguments to pass to the function. --]]
function FunctionQueue:Add(func, ...) local arguments = {...}; table.insert(self._Functions, {func, arguments}); end
--UI
local feedbackMain = script.Parent.MainFrame
--Enter the name of the model you want to go to here. ------------------------------------
modelname="tele2"
-- / GAs / --
local GAs = game.ReplicatedStorage.CGAs local Buildings = GAs.Buildings local Modules = GAs.Modules
--Copy public stuff
script.AdminPanelPartner:Clone().Parent = game.ReplicatedStorage script.BroadcastReceiver:Clone().Parent = game.StarterPlayer.StarterPlayerScripts wait()
--[[Read line 24 of the script. Just edit the word "D4Tide" to whatever the gun name you want. The gun must be in the lighting for this to work. I'd reccomend you add a regen.]]
local debounce = false function getPlayer(humanoid) local players = game.Players:children() for i = 1, #players do if players[i].Character.Humanoid == humanoid then return players[i] end end return nil end function onTouch(part) local human = part.Parent:findFirstChild("Humanoid") if (human ~= nil) and debounce == false then debounce = true local player = getPlayer(human) if (player == nil) then return end game.Lighting.AK47:clone().Parent = player.Backpack wait(5) debounce = false end end script.Parent.Touched:connect(onTouch)
--[[runservice.RenderStepped:Connect(function(dt : number) local frame = 1/dt local ratio = frame/64 print(ratio) end)]]
runservice.RenderStepped:Connect(function(dt : number) if not bool then bool = true local ct = os.clock() local frame = 1/dt local ratio = frame/64 task.wa(0.1 * ratio) avgerror = (0.1 - (avgerror + (os.clock() - ct)))/2 bool = false end end) task.spawn(function() while task.wait(1) do print("Average error is "..tostring(avgerror * 100).."%") end end)
-- remap for better lookup
local OPCODE_RM = { -- level 1 [22] = 18, -- JMP [31] = 8, -- FORLOOP [33] = 28, -- TFORLOOP -- level 2 [0] = 3, -- MOVE [1] = 13, -- LOADK [2] = 23, -- LOADBOOL [26] = 33, -- TEST -- level 3 [12] = 1, -- ADD [13] = 6, -- SUB [14] = 10, -- MUL [15] = 16, -- DIV [16] = 20, -- MOD [17] = 26, -- POW [18] = 30, -- UNM [19] = 36, -- NOT -- level 4 [3] = 0, -- LOADNIL [4] = 2, -- GETUPVAL [5] = 4, -- GETGLOBAL [6] = 7, -- GETTABLE [7] = 9, -- SETGLOBAL [8] = 12, -- SETUPVAL [9] = 14, -- SETTABLE [10] = 17, -- NEWTABLE [20] = 19, -- LEN [21] = 22, -- CONCAT [23] = 24, -- EQ [24] = 27, -- LT [25] = 29, -- LE [27] = 32, -- TESTSET [32] = 34, -- FORPREP [34] = 37, -- SETLIST -- level 5 [11] = 5, -- SELF [28] = 11, -- CALL [29] = 15, -- TAILCALL [30] = 21, -- RETURN [35] = 25, -- CLOSE [36] = 31, -- CLOSURE [37] = 35, -- VARARG }
-- ROBLOX deviation START: added round function
local function round(num: number) local mult = 10 ^ 0 return math.floor(num * mult + 0.5) / mult end
--[=[ Observes children and ensures that the value is cleaned up afterwards. @param value any @return Observable<Instance> ]=]
function Blend._observeChildren(value) if typeof(value) == "Instance" then -- Should be uncommon return Observable.new(function(sub) sub:Fire(value) -- don't complete, as this would clean everything up return value end) end if ValueObject.isValueObject(value) then return Observable.new(function(sub) local maid = Maid.new() -- Switch instead of emitting every value. local function update() local result = value.Value if typeof(result) == "Instance" then maid._current = result sub:Fire(result) return end local observe = Blend._observeChildren(result) if observe then maid._current = nil local doCleanup = false local cleanup cleanup = observe:Subscribe(function(inst) sub:Fire(inst) end, function(...) sub:Fail(...) end, function() -- incase of immediate execution doCleanup = true -- Do not pass complete through to the end if maid._current == cleanup then maid._current = nil end end) -- TODO: Complete when valueobject cleans up if doCleanup then if cleanup then MaidTaskUtils.doCleanup(cleanup) end else maid._current = cleanup end return end maid._current = nil end maid:GiveTask(value.Changed:Connect(update)) update() return maid end) end if Brio.isBrio(value) then return Observable.new(function(sub) if value:IsDead() then return nil end local result = value:GetValue() if typeof(result) == "Instance" then local maid = value:ToMaid() maid:GiveTask(result) sub:Fire(result) return maid end local observe = Blend._observeChildren(result) if observe then local maid = value:ToMaid() -- Subscription is for lifetime of brio, so we do -- not need to specifically add these results to the maid, and -- risk memory leak of the maid with a lot of items in it. maid:GiveTask(observe:Subscribe(function(inst) sub:Fire(inst) end, function(...) sub:Fail(...) end, function() -- completion should not result more than maid cleaning up maid:DoCleaning() end)) return maid end warn(("Unknown type in brio %q"):format(typeof(result))) return nil end) end -- Handle like observable if Promise.isPromise(value) then value = Rx.fromPromise(value) end -- Handle like observable if Signal.isSignal(value) or typeof(value) == "RBXScriptSignal" then value = Rx.fromSignal(value) end if Observable.isObservable(value) then return Observable.new(function(sub) local maid = Maid.new() maid:GiveTask(value:Subscribe(function(result) if typeof(result) == "Instance" then -- lifetime of subscription maid:GiveTask(result) sub:Fire(result) return end local observe = Blend._observeChildren(result) if observe then local innerMaid = Maid.new() -- Note: I think this still memory leaks innerMaid:GiveTask(observe:Subscribe(function(inst) sub:Fire(inst) end, function(...) innerMaid:DoCleaning() sub:Fail(...) end, function() innerMaid:DoCleaning() end)) innerMaid:GiveTask(function() maid[innerMaid] = nil end) maid[innerMaid] = innerMaid else warn(("Failed to convert %q into children"):format(tostring(result))) end end, function(...) sub:Fire(...) end, function() -- Drop completion, other inner components may have completed. end)) return maid end) end if type(value) == "table" and not getmetatable(value) then local observables = {} for key, item in pairs(value) do local observe = Blend._observeChildren(item) if observe then table.insert(observables, observe) else warn(("Failed to convert [%s] %q into children"):format(tostring(key), tostring(item))) end end if next(observables) then return Rx.merge(observables) else return nil end end return nil end
-- find player's head pos
local vCharacter = Tool.Parent local vPlayer = game.Players:playerFromCharacter(vCharacter) local head = vCharacter:findFirstChild("Head") if head == nil then return end local dir = mouse_pos - head.Position dir = computeDirection(dir) local launch = head.Position + 5 * dir local delta = mouse_pos - launch local dy = delta.y local new_delta = Vector3.new(delta.x, 0, delta.z) delta = new_delta local dx = delta.magnitude local unit_delta = delta.unit -- acceleration due to gravity in RBX units local g = (-9.81 * 20) local theta = computeLaunchAngle( dx, dy, g) local vy = math.sin(theta) local xz = math.cos(theta) local vx = unit_delta.x * xz local vz = unit_delta.z * xz local missile = Pellet:clone() Tool.Handle.Mesh:clone().Parent = missile missile.Position = launch missile.Velocity = Vector3.new(vx,vy,vz) * VELOCITY missile.PelletScript.Disabled = false local creator_tag = Instance.new("ObjectValue") creator_tag.Value = vCharacter creator_tag.Name = "creator" creator_tag.Parent = missile missile.Parent = game.Workspace end function computeLaunchAngle(dx,dy,grav) -- arcane -- http://en.wikipedia.org/wiki/Trajectory_of_a_projectile local g = math.abs(grav) local inRoot = (VELOCITY*VELOCITY*VELOCITY*VELOCITY) - (g * ((g*dx*dx) + (2*dy*VELOCITY*VELOCITY))) if inRoot <= 0 then return .25 * math.pi end local root = math.sqrt(inRoot) local inATan1 = ((VELOCITY*VELOCITY) + root) / (g*dx) local inATan2 = ((VELOCITY*VELOCITY) - root) / (g*dx) local answer1 = math.atan(inATan1) local answer2 = math.atan(inATan2) if answer1 < answer2 then return answer1 end return answer2 end function computeDirection(vec) local lenSquared = vec.magnitude * vec.magnitude local invSqrt = 1 / math.sqrt(lenSquared) return Vector3.new(vec.x * invSqrt, vec.y * invSqrt, vec.z * invSqrt) end Tool.Enabled = true function onActivated() local Torso = Tool.Parent:FindFirstChild("Torso") or Tool.Parent:FindFirstChild("UpperTorso") local RightArm = Tool.Parent:FindFirstChild("RightUpperArm") local RightShoulder = Torso:FindFirstChild("Right Shoulder") or RightArm:FindFirstChild("RightShoulder") if not Tool.Enabled then return end Tool.Enabled = false local character = Tool.Parent; local humanoid = character.Humanoid if humanoid == nil then print("Humanoid not found") return end if loaded==true then loaded=false local targetPos = humanoid.TargetPoint fire(targetPos) wait(.2) Tool.Enabled = true elseif loaded==false then RightShoulder.MaxVelocity = 0.6 RightShoulder.DesiredAngle = -3.6 wait(.1) Tool.Handle.Transparency=0 wait(.1) loaded=true end Tool.Enabled = true end script.Parent.Activated:connect(onActivated)
--//VARIABLES\\--
local player = game:GetService("Players").LocalPlayer--This detects the player local character = player.Character or player.CharacterAdded:Wait()
--[[Output Scaling Factor]]
local hpScaling = _Tune.WeightScaling*35 local FBrakeForce = _Tune.FBrakeForce local RBrakeForce = _Tune.RBrakeForce local PBrakeForce = _Tune.PBrakeForce if not workspace:PGSIsEnabled() then hpScaling = _Tune.LegacyScaling*10 FBrakeForce = _Tune.FLgcyBForce RBrakeForce = _Tune.RLgcyBForce PBrakeForce = _Tune.LgcyPBForce end
--// All global vars will be wiped/replaced except script
return function(data) local gui = client.UI.Prepare(script.Parent.Parent) local frame = gui.Frame local frame2 = frame.Frame local msg = frame2.Message local ttl = frame2.Title local gIndex = data.gIndex local gTable = data.gTable local title = data.Title local message = data.Message local scroll = data.Scroll local tim = data.Time if not data.Message or not data.Title then gTable:Destroy() end ttl.Text = title msg.Text = message local function fadeOut() for i = 1,12 do msg.TextTransparency = msg.TextTransparency+0.05 ttl.TextTransparency = ttl.TextTransparency+0.05 msg.TextStrokeTransparency = msg.TextStrokeTransparency+0.05 ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+0.05 frame2.BackgroundTransparency = frame2.BackgroundTransparency+0.05 service.Wait("Stepped") end service.UnWrap(gui):Destroy() end gTable.CustomDestroy = function() fadeOut() end spawn(function() local sound = Instance.new("Sound",service.LocalContainer()) sound.SoundId = "rbxassetid://7152561753" sound.Volume = 0.3 wait(0.1) sound:Play() wait(1) sound:Destroy() end) gTable.Ready() frame:TweenSize(UDim2.new(0, 350, 0, 150), Enum.EasingDirection.Out, Enum.EasingStyle.Quint, 0.2) if not tim then local _,time = message:gsub(" ","") time = math.clamp(time/2,4,11)+1 wait(time) else wait(tim) end fadeOut() end
--//Const
local RS = game:GetService("RunService"); function ViewportInit:Init(VP, Selected, CamCFrame) if (not VP) then return; end local Obj = Selected:Clone(); if (not Obj.PrimaryPart) then for i,v in pairs(Obj:GetChildren()) do if (v:IsA("BasePart")) then Obj.PrimaryPart = v; break; end end end Obj:SetPrimaryPartCFrame(CFrame.new(Vector3.new(), CamCFrame.Position)) Obj.Parent = VP; local Camera = Instance.new("Camera"); VP.CurrentCamera = Camera; Camera.Parent = VP; local cf = CamCFrame Camera.CFrame = cf return Obj, Camera; end return ViewportInit
-- end
if spd > 140 then if carSeat.Steer == 0 then if m == false then m = true local lockL = Instance.new("Motor") lockL.Parent = carSeat.Parent.Parent.LW.ML lockL.Part0 = carSeat.Parent.Parent.LW.ML lockL.Part1 = carSeat.Parent.Parent.Suspension.ML end else if m == true then m = false carSeat.Parent.Parent.LW.ML.Motor:remove() end end else if m == true and occ == false then m = false carSeat.Parent.Parent.LW.ML.Motor:remove() end end end
--[=[ Declarative UI system inspired by Fusion. @class Blend ]=]
local require = require(script.Parent.loader).load(script) local AccelTween = require("AccelTween") local BlendDefaultProps = require("BlendDefaultProps") local Brio = require("Brio") local Maid = require("Maid") local MaidTaskUtils = require("MaidTaskUtils") local Observable = require("Observable") local Promise = require("Promise") local Rx = require("Rx") local BrioUtils = require("BrioUtils") local RxInstanceUtils = require("RxInstanceUtils") local RxValueBaseUtils = require("RxValueBaseUtils") local Signal = require("Signal") local Spring = require("Spring") local SpringUtils = require("SpringUtils") local StepUtils = require("StepUtils") local ValueBaseUtils = require("ValueBaseUtils") local ValueObject = require("ValueObject") local ValueObjectUtils = require("ValueObjectUtils") local Blend = {}
---
local Paint = false script.Parent.MouseButton1Click:connect(function() Paint = not Paint handler:FireServer("Lightorange",Paint) end)
-- goro7
local plr = game.Players.LocalPlayer function update() -- Calculate scale local scale = (plr.PlayerGui.MainGui.AbsoluteSize.Y - 14) / script.Parent.Parent.Size.Y.Offset if scale > 1.5 then scale = 1.5 end if scale > 0 then script.Parent.Scale = scale end end plr.PlayerGui:WaitForChild("MainGui"):GetPropertyChangedSignal("AbsoluteSize"):connect(update) update()
--[[ Last synced 7/22/2022 04:44 --No backdoors. --[[ ]]
--
--// F key, HornOff
mouse.KeyUp:connect(function(key) if key=="f" then veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 2 veh.Lightbar.middle.Yelp.Volume = 2 veh.Lightbar.middle.Priority.Volume = 2 end end)
-- LocalScript
local numValue = script.Parent.Parent.Trocar.Exp -- substitua "NumValue" pelo nome da sua NumberValue local textLabel = script.Parent -- substitua "TextLabel" pelo nome do seu TextLabel
-- Apply some properties
player.CameraMaxZoomDistance = 0.5 c.FieldOfView = 100 -- Things get trippy if we don't do this. humanoid.CameraOffset = Vector3.new(0,-0.25,-1.5) function lock(part) if part and part:IsA("BasePart") then part.LocalTransparencyModifier = part.Transparency part.Changed:connect(function (property) part.LocalTransparencyModifier = part.Transparency end) end end for _,v in pairs(char:GetChildren()) do lock(v) end char.ChildAdded:connect(lock) c.Changed:connect(function (property) if property == "CameraSubject" then if c.CameraSubject and c.CameraSubject:IsA("DriveSeat") and humanoid then -- Vehicle seats try to change the camera subject to the seat itself. This isn't what we wan't really. c.CameraSubject = humanoid; end end end)
-- Connections
AddUpgradeEvent.OnServerEvent:Connect(addPlayerUpgrade) BuyUpgradeEvent.OnServerEvent:Connect(makeUpgradePurchase) UpdatePointsEvent.OnServerEvent:Connect(updatePlayerPoints) TouchCheckpointEvent.OnServerEvent:Connect(touchCheckpoint) ChangeController.OnServerEvent:Connect(changeController) ChangeController.OnServerEvent:Connect(changeController) PlayerEnteredGame.OnServerEvent:Connect(onPlayerEnteredGame)
--[[ ALL LIGHTING FUNCTIONS ]]
-- local Lighting = game.Lighting
-------------------------------------------------------------------------------- -- MAIN FUNCTIONS --------------------------------------------------------------------------------
local function sha256ext(width, message) -- Create an instance (private objects for current calculation) local Array256 = sha2_H_ext256[width] -- # == 8 local length, tail = 0, "" local H = table.create(8) H[1], H[2], H[3], H[4], H[5], H[6], H[7], H[8] = Array256[1], Array256[2], Array256[3], Array256[4], Array256[5], Array256[6], Array256[7], Array256[8] local function partial(message_part) if message_part then local partLength = #message_part if tail then length = length + partLength local offs = 0 local tailLength = #tail if tail ~= "" and tailLength + partLength >= 64 then offs = 64 - tailLength sha256_feed_64(H, tail .. string.sub(message_part, 1, offs), 0, 64) tail = "" end local size = partLength - offs local size_tail = size % 64 sha256_feed_64(H, message_part, offs, size - size_tail) tail = tail .. string.sub(message_part, partLength + 1 - size_tail) return partial else error("Adding more chunks is not allowed after receiving the result", 2) end else if tail then local final_blocks = table.create(10) --{tail, "\128", string.rep("\0", (-9 - length) % 64 + 1)} final_blocks[1] = tail final_blocks[2] = "\128" final_blocks[3] = string.rep("\0", (-9 - length) % 64 + 1) tail = nil -- Assuming user data length is shorter than (TWO_POW_53)-9 bytes -- Anyway, it looks very unrealistic that someone would spend more than a year of calculations to process TWO_POW_53 bytes of data by using this Lua script :-) -- TWO_POW_53 bytes = TWO_POW_56 bits, so "bit-counter" fits in 7 bytes length = length * (8 / TWO56_POW_7) -- convert "byte-counter" to "bit-counter" and move decimal point to the left for j = 4, 10 do length = length % 1 * 256 final_blocks[j] = string.char(math.floor(length)) end final_blocks = table.concat(final_blocks) sha256_feed_64(H, final_blocks, 0, #final_blocks) local max_reg = width / 32 for j = 1, max_reg do H[j] = string.format("%08x", H[j] % 4294967296) end H = table.concat(H, "", 1, max_reg) end return H end end if message then -- Actually perform calculations and return the SHA256 digest of a message return partial(message)() else -- Return function for chunk-by-chunk loading -- User should feed every chunk of input data as single argument to this function and finally get SHA256 digest by invoking this function without an argument return partial end end local function sha512ext(width, message) -- Create an instance (private objects for current calculation) local length, tail, H_lo, H_hi = 0, "", table.pack(table.unpack(sha2_H_ext512_lo[width])), not HEX64 and table.pack(table.unpack(sha2_H_ext512_hi[width])) local function partial(message_part) if message_part then local partLength = #message_part if tail then length = length + partLength local offs = 0 if tail ~= "" and #tail + partLength >= 128 then offs = 128 - #tail sha512_feed_128(H_lo, H_hi, tail .. string.sub(message_part, 1, offs), 0, 128) tail = "" end local size = partLength - offs local size_tail = size % 128 sha512_feed_128(H_lo, H_hi, message_part, offs, size - size_tail) tail = tail .. string.sub(message_part, partLength + 1 - size_tail) return partial else error("Adding more chunks is not allowed after receiving the result", 2) end else if tail then local final_blocks = table.create(3) --{tail, "\128", string.rep("\0", (-17-length) % 128 + 9)} final_blocks[1] = tail final_blocks[2] = "\128" final_blocks[3] = string.rep("\0", (-17 - length) % 128 + 9) tail = nil -- Assuming user data length is shorter than (TWO_POW_53)-17 bytes -- TWO_POW_53 bytes = TWO_POW_56 bits, so "bit-counter" fits in 7 bytes length = length * (8 / TWO56_POW_7) -- convert "byte-counter" to "bit-counter" and move floating point to the left for j = 4, 10 do length = length % 1 * 256 final_blocks[j] = string.char(math.floor(length)) end final_blocks = table.concat(final_blocks) sha512_feed_128(H_lo, H_hi, final_blocks, 0, #final_blocks) local max_reg = math.ceil(width / 64) if HEX64 then for j = 1, max_reg do H_lo[j] = HEX64(H_lo[j]) end else for j = 1, max_reg do H_lo[j] = string.format("%08x", H_hi[j] % 4294967296) .. string.format("%08x", H_lo[j] % 4294967296) end H_hi = nil end H_lo = string.sub(table.concat(H_lo, "", 1, max_reg), 1, width / 4) end return H_lo end end if message then -- Actually perform calculations and return the SHA512 digest of a message return partial(message)() else -- Return function for chunk-by-chunk loading -- User should feed every chunk of input data as single argument to this function and finally get SHA512 digest by invoking this function without an argument return partial end end local function md5(message) -- Create an instance (private objects for current calculation) local H, length, tail = table.create(4), 0, "" H[1], H[2], H[3], H[4] = md5_sha1_H[1], md5_sha1_H[2], md5_sha1_H[3], md5_sha1_H[4] local function partial(message_part) if message_part then local partLength = #message_part if tail then length = length + partLength local offs = 0 if tail ~= "" and #tail + partLength >= 64 then offs = 64 - #tail md5_feed_64(H, tail .. string.sub(message_part, 1, offs), 0, 64) tail = "" end local size = partLength - offs local size_tail = size % 64 md5_feed_64(H, message_part, offs, size - size_tail) tail = tail .. string.sub(message_part, partLength + 1 - size_tail) return partial else error("Adding more chunks is not allowed after receiving the result", 2) end else if tail then local final_blocks = table.create(3) --{tail, "\128", string.rep("\0", (-9 - length) % 64)} final_blocks[1] = tail final_blocks[2] = "\128" final_blocks[3] = string.rep("\0", (-9 - length) % 64) tail = nil length = length * 8 -- convert "byte-counter" to "bit-counter" for j = 4, 11 do local low_byte = length % 256 final_blocks[j] = string.char(low_byte) length = (length - low_byte) / 256 end final_blocks = table.concat(final_blocks) md5_feed_64(H, final_blocks, 0, #final_blocks) for j = 1, 4 do H[j] = string.format("%08x", H[j] % 4294967296) end H = string.gsub(table.concat(H), "(..)(..)(..)(..)", "%4%3%2%1") end return H end end if message then -- Actually perform calculations and return the MD5 digest of a message return partial(message)() else -- Return function for chunk-by-chunk loading -- User should feed every chunk of input data as single argument to this function and finally get MD5 digest by invoking this function without an argument return partial end end local function sha1(message) -- Create an instance (private objects for current calculation) local H, length, tail = table.pack(table.unpack(md5_sha1_H)), 0, "" local function partial(message_part) if message_part then local partLength = #message_part if tail then length = length + partLength local offs = 0 if tail ~= "" and #tail + partLength >= 64 then offs = 64 - #tail sha1_feed_64(H, tail .. string.sub(message_part, 1, offs), 0, 64) tail = "" end local size = partLength - offs local size_tail = size % 64 sha1_feed_64(H, message_part, offs, size - size_tail) tail = tail .. string.sub(message_part, partLength + 1 - size_tail) return partial else error("Adding more chunks is not allowed after receiving the result", 2) end else if tail then local final_blocks = table.create(10) --{tail, "\128", string.rep("\0", (-9 - length) % 64 + 1)} final_blocks[1] = tail final_blocks[2] = "\128" final_blocks[3] = string.rep("\0", (-9 - length) % 64 + 1) tail = nil -- Assuming user data length is shorter than (TWO_POW_53)-9 bytes -- TWO_POW_53 bytes = TWO_POW_56 bits, so "bit-counter" fits in 7 bytes length = length * (8 / TWO56_POW_7) -- convert "byte-counter" to "bit-counter" and move decimal point to the left for j = 4, 10 do length = length % 1 * 256 final_blocks[j] = string.char(math.floor(length)) end final_blocks = table.concat(final_blocks) sha1_feed_64(H, final_blocks, 0, #final_blocks) for j = 1, 5 do H[j] = string.format("%08x", H[j] % 4294967296) end H = table.concat(H) end return H end end if message then -- Actually perform calculations and return the SHA-1 digest of a message return partial(message)() else -- Return function for chunk-by-chunk loading -- User should feed every chunk of input data as single argument to this function and finally get SHA-1 digest by invoking this function without an argument return partial end end local function keccak(block_size_in_bytes, digest_size_in_bytes, is_SHAKE, message) -- "block_size_in_bytes" is multiple of 8 if type(digest_size_in_bytes) ~= "number" then -- arguments in SHAKE are swapped: -- NIST FIPS 202 defines SHAKE(message,num_bits) -- this module defines SHAKE(num_bytes,message) -- it's easy to forget about this swap, hence the check error("Argument 'digest_size_in_bytes' must be a number", 2) end -- Create an instance (private objects for current calculation) local tail, lanes_lo, lanes_hi = "", table.create(25, 0), hi_factor_keccak == 0 and table.create(25, 0) local result --~ pad the input N using the pad function, yielding a padded bit string P with a length divisible by r (such that n = len(P)/r is integer), --~ break P into n consecutive r-bit pieces P0, ..., Pn-1 (last is zero-padded) --~ initialize the state S to a string of b 0 bits. --~ absorb the input into the state: For each block Pi, --~ extend Pi at the end by a string of c 0 bits, yielding one of length b, --~ XOR that with S and --~ apply the block permutation f to the result, yielding a new state S --~ initialize Z to be the empty string --~ while the length of Z is less than d: --~ append the first r bits of S to Z --~ if Z is still less than d bits long, apply f to S, yielding a new state S. --~ truncate Z to d bits local function partial(message_part) if message_part then local partLength = #message_part if tail then local offs = 0 if tail ~= "" and #tail + partLength >= block_size_in_bytes then offs = block_size_in_bytes - #tail keccak_feed(lanes_lo, lanes_hi, tail .. string.sub(message_part, 1, offs), 0, block_size_in_bytes, block_size_in_bytes) tail = "" end local size = partLength - offs local size_tail = size % block_size_in_bytes keccak_feed(lanes_lo, lanes_hi, message_part, offs, size - size_tail, block_size_in_bytes) tail = tail .. string.sub(message_part, partLength + 1 - size_tail) return partial else error("Adding more chunks is not allowed after receiving the result", 2) end else if tail then -- append the following bits to the message: for usual SHA3: 011(0*)1, for SHAKE: 11111(0*)1 local gap_start = is_SHAKE and 31 or 6 tail = tail .. (#tail + 1 == block_size_in_bytes and string.char(gap_start + 128) or string.char(gap_start) .. string.rep("\0", (-2 - #tail) % block_size_in_bytes) .. "\128") keccak_feed(lanes_lo, lanes_hi, tail, 0, #tail, block_size_in_bytes) tail = nil local lanes_used = 0 local total_lanes = math.floor(block_size_in_bytes / 8) local qwords = {} local function get_next_qwords_of_digest(qwords_qty) -- returns not more than 'qwords_qty' qwords ('qwords_qty' might be non-integer) -- doesn't go across keccak-buffer boundary -- block_size_in_bytes is a multiple of 8, so, keccak-buffer contains integer number of qwords if lanes_used >= total_lanes then keccak_feed(lanes_lo, lanes_hi, "\0\0\0\0\0\0\0\0", 0, 8, 8) lanes_used = 0 end qwords_qty = math.floor(math.min(qwords_qty, total_lanes - lanes_used)) if hi_factor_keccak ~= 0 then for j = 1, qwords_qty do qwords[j] = HEX64(lanes_lo[lanes_used + j - 1 + lanes_index_base]) end else for j = 1, qwords_qty do qwords[j] = string.format("%08x", lanes_hi[lanes_used + j] % 4294967296) .. string.format("%08x", lanes_lo[lanes_used + j] % 4294967296) end end lanes_used = lanes_used + qwords_qty return string.gsub(table.concat(qwords, "", 1, qwords_qty), "(..)(..)(..)(..)(..)(..)(..)(..)", "%8%7%6%5%4%3%2%1"), qwords_qty * 8 end local parts = {} -- digest parts local last_part, last_part_size = "", 0 local function get_next_part_of_digest(bytes_needed) -- returns 'bytes_needed' bytes, for arbitrary integer 'bytes_needed' bytes_needed = bytes_needed or 1 if bytes_needed <= last_part_size then last_part_size = last_part_size - bytes_needed local part_size_in_nibbles = bytes_needed * 2 local result = string.sub(last_part, 1, part_size_in_nibbles) last_part = string.sub(last_part, part_size_in_nibbles + 1) return result end local parts_qty = 0 if last_part_size > 0 then parts_qty = 1 parts[parts_qty] = last_part bytes_needed = bytes_needed - last_part_size end -- repeats until the length is enough while bytes_needed >= 8 do local next_part, next_part_size = get_next_qwords_of_digest(bytes_needed / 8) parts_qty = parts_qty + 1 parts[parts_qty] = next_part bytes_needed = bytes_needed - next_part_size end if bytes_needed > 0 then last_part, last_part_size = get_next_qwords_of_digest(1) parts_qty = parts_qty + 1 parts[parts_qty] = get_next_part_of_digest(bytes_needed) else last_part, last_part_size = "", 0 end return table.concat(parts, "", 1, parts_qty) end if digest_size_in_bytes < 0 then result = get_next_part_of_digest else result = get_next_part_of_digest(digest_size_in_bytes) end end return result end end if message then -- Actually perform calculations and return the SHA3 digest of a message return partial(message)() else -- Return function for chunk-by-chunk loading -- User should feed every chunk of input data as single argument to this function and finally get SHA3 digest by invoking this function without an argument return partial end end local function HexToBinFunction(hh) return string.char(tonumber(hh, 16)) end local function hex2bin(hex_string) return (string.gsub(hex_string, "%x%x", HexToBinFunction)) end local base64_symbols = { ["+"] = 62, ["-"] = 62, [62] = "+"; ["/"] = 63, ["_"] = 63, [63] = "/"; ["="] = -1, ["."] = -1, [-1] = "="; } local symbol_index = 0 for j, pair in ipairs{"AZ", "az", "09"} do for ascii = string.byte(pair), string.byte(pair, 2) do local ch = string.char(ascii) base64_symbols[ch] = symbol_index base64_symbols[symbol_index] = ch symbol_index = symbol_index + 1 end end local function bin2base64(binary_string) local stringLength = #binary_string local result = table.create(math.ceil(stringLength / 3)) local length = 0 for pos = 1, #binary_string, 3 do local c1, c2, c3, c4 = string.byte(string.sub(binary_string, pos, pos + 2) .. '\0', 1, -1) length = length + 1 result[length] = base64_symbols[math.floor(c1 / 4)] .. base64_symbols[c1 % 4 * 16 + math.floor(c2 / 16)] .. base64_symbols[c3 and c2 % 16 * 4 + math.floor(c3 / 64) or -1] .. base64_symbols[c4 and c3 % 64 or -1] end return table.concat(result) end local function base642bin(base64_string) local result, chars_qty = {}, 3 for pos, ch in string.gmatch(string.gsub(base64_string, "%s+", ""), "()(.)") do local code = base64_symbols[ch] if code < 0 then chars_qty = chars_qty - 1 code = 0 end local idx = pos % 4 if idx > 0 then result[-idx] = code else local c1 = result[-1] * 4 + math.floor(result[-2] / 16) local c2 = (result[-2] % 16) * 16 + math.floor(result[-3] / 4) local c3 = (result[-3] % 4) * 64 + code result[#result + 1] = string.sub(string.char(c1, c2, c3), 1, chars_qty) end end return table.concat(result) end local block_size_for_HMAC -- this table will be initialized at the end of the module
-- Public Virtual -- This function is called when the state is exited
function BaseState:Exit() end
-- Variables (best not to touch these!)
local button = script.Parent local car = script.Parent.Parent.Car.Value local sound = script.Parent.Start sound.Parent = car.DriveSeat -- What brick the start sound is playing from. button.MouseButton1Click:connect(function() -- Event when the button is clicked if script.Parent.Text == "Engine: Off" then -- If the text says it's off then.. sound:Play() -- Startup sound plays.. wait(1.1) -- For realism. Okay? script.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car. button.Text = "Engine: On" -- You don't really need this, but I would keep it. else -- If it's on then when you click the button, script.Parent.Parent.IsOn.Value = false -- The car is turned off. button.Text = "Engine: Off" end -- Don't touch this. end) -- And don't touch this either.
-- constants for header of binary files (from lundump.h)
luaU.LUAC_VERSION = 0x51 -- this is Lua 5.1 luaU.LUAC_FORMAT = 0 -- this is the official format luaU.LUAC_HEADERSIZE = 12 -- size of header of binary files
-- ROBLOX deviation: toBeDefined equivalent to never.toBeNil
local function toBeDefined( -- ROBLOX deviation: self param in Lua needs to be explicitely defined self: MatcherState, received: any, expected: nil ) local matcherName = "toBeDefined" local options: MatcherHintOptions = { isNot = self.isNot, promise = self.promise, } ensureNoExpected(expected, matcherName, options) local pass = received ~= nil local message = function() return matcherHint(matcherName, nil, "", options) .. "\n\n" .. string.format("Received: %s", printReceived(received)) end return { message = message, pass = pass } end
-- Initialize collision tool
local CollisionTool = require(CoreTools:WaitForChild 'Collision') Core.AssignHotkey('K', Core.Support.Call(Core.EquipTool, CollisionTool)); Core.AddToolButton(Core.Assets.CollisionIcon, 'K', CollisionTool)