prompt
stringlengths 2
14.7k
| completion
stringlengths 1
99.7k
|
---|---|
-- print("===> " .. string.sub(msg, 1, 3) .. "(" .. emote .. ")") |
end)
if not script:FindFirstChild("pose") then
local p = Instance.new("StringValue");
p.Name = 'pose';
p.Parent = script;
end
script.pose.Changed:connect(function()
pose = script.pose.Value;
playAnimation(pose, .1, Humanoid);
end)
|
--------RIGHT DOOR -------- |
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l43.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l53.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l63.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l73.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
---------------------------
--Seat Offset (Make copies of this block for passenger seats) |
car.DriveSeat.ChildAdded:connect(function(child)
if child.Name=="SeatWeld" and child:IsA("Weld") and game.Players:GetPlayerFromCharacter(child.Part1.Parent)~=nil then
child.C0=CFrame.new(-1.6,-.5,0)*CFrame.fromEulerAnglesXYZ(-(math.pi/2),0,0)
end
end)
|
------------------------- |
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "k" then --Camera controls
if cam == ("car") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Custom")
cam = ("freeplr")
Camera.FieldOfView = 70
player.Character.Humanoid.CameraOffset = Vector3.new(-0.17, 0.25, -0.2)
limitButton.Text = "Free Camera"
wait(3)
limitButton.Text = ""
elseif cam == ("freeplr") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Attach")
cam = ("lockplr")
Camera.FieldOfView = 70
player.Character.Humanoid.CameraOffset = Vector3.new(-0.17, 0.25, -0.2)
limitButton.Text = "FPV Camera"
wait(3)
limitButton.Text = ""
elseif cam == ("lockplr") then
Camera.CameraSubject = carSeat
Camera.CameraType = ("Custom")
cam = ("car")
Camera.FieldOfView = 70
player.Character.Humanoid.CameraOffset = Vector3.new(0, 0, 0)
limitButton.Text = "Standard Camera"
wait(3)
limitButton.Text = ""
end
end
end)
|
-----------------
--| Variables |--
----------------- |
local DebrisService = Game:GetService('Debris')
local PlayersService = Game:GetService('Players')
local Rocket = script.Parent
local CreatorTag = Rocket:WaitForChild('creator')
local Tank = Rocket:WaitForChild('Tank').Value
|
-- Require this module on the client. Use it to control the focus of the camera onto screens. | |
-- Slider sizes (Max) |
local maxSize = UDim2.new(0.99, 0, 1, 0)
|
--[[ Public API ]] | --
function MasterControl:Init()
local renderStepFunc = function()
if LocalPlayer and LocalPlayer.Character then
local humanoid = getHumanoid()
if not humanoid then return end
if humanoid and not humanoid.PlatformStand and isJumping and _G.CanJump then
humanoid.Jump = isJumping
end
_G.pMoveValue = moveValue;
moveFunc(LocalPlayer, moveValue, true)
end
end
local success = pcall(function() RunService:BindToRenderStep("MasterControlStep", Enum.RenderPriority.Input.Value, renderStepFunc) end)
if not success then
if RenderSteppedCon then return end
RenderSteppedCon = RunService.RenderStepped:connect(renderStepFunc)
end
end
function MasterControl:Disable()
local success = pcall(function() RunService:UnbindFromRenderStep("MasterControlStep") end)
if not success then
if RenderSteppedCon then
RenderSteppedCon:disconnect()
RenderSteppedCon = nil
end
end
moveValue = Vector3.new(0,0,0)
isJumping = false
end
function MasterControl:AddToPlayerMovement(playerMoveVector)
moveValue = Vector3.new(moveValue.X + playerMoveVector.X, moveValue.Y + playerMoveVector.Y, moveValue.Z + playerMoveVector.Z)
end
function MasterControl:GetMoveVector()
return moveValue
end
function MasterControl:SetIsJumping(jumping)
isJumping = jumping
end
function MasterControl:DoJump()
local humanoid = getHumanoid()
if humanoid and _G.CanJump then
print(_G.CanJump);
humanoid.Jump = true
end
end
return MasterControl
|
--[[Susupension]] |
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- Spring Force
Tune.FSusLength = 2 -- Suspension length (in studs)
Tune.FSusMaxExt = .2 -- Max Extension Travel (in studs)
Tune.FSusMaxComp = .2 -- Max Compression Travel (in studs)
Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.FWsBoneLen = 5 -- Wishbone Length
Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Rear Suspension
Tune.RSusDamping = 500 -- Spring Dampening
Tune.RSusStiffness = 9000 -- Spring Force
Tune.RSusLength = 2 -- Suspension length (in studs)
Tune.RSusMaxExt = .3 -- Max Extension Travel (in studs)
Tune.RSusMaxComp = .1 -- Max Compression Travel (in studs)
Tune.RSusAngle = 80 -- Suspension Angle (degrees from horizontal)
Tune.RWsBoneLen = 5 -- Wishbone Length
Tune.RWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal)
Tune.RAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel)
--[[Lateral]] -.4 , -- positive = outward
--[[Vertical]] -.5 , -- positive = upward
--[[Forward]] 0 } -- positive = forward
--Aesthetics
Tune.SusVisible = true -- Spring Visible
Tune.WsBVisible = false -- Wishbone Visible
Tune.SusRadius = .2 -- Suspension Coil Radius
Tune.SusThickness = .1 -- Suspension Coil Thickness
Tune.SusColor = "Really black" -- Suspension Color [BrickColor]
Tune.SusCoilCount = 6 -- Suspension Coil Count
Tune.WsColor = "Black" -- Wishbone Color [BrickColor]
Tune.WsThickness = .1 -- Wishbone Rod Thickness
|
-- Decompiled with the Synapse X Luau decompiler. |
local l__Players__1 = game:GetService("Players");
local v2 = l__Players__1.LocalPlayer;
if not v2 then
l__Players__1:GetPropertyChangedSignal("LocalPlayer"):Wait();
v2 = l__Players__1.LocalPlayer;
end;
local u1 = false;
local u2 = nil;
local u3 = UDim2.new(0, 80, 0, 58);
local u4 = Color3.fromRGB(32, 32, 32);
local u5 = Color3.fromRGB(200, 200, 200);
local u6 = (function(p1, p2)
local v3 = p1:FindFirstChildOfClass(p2);
while not v3 or v3.ClassName ~= p2 do
v3 = p1.ChildAdded:Wait();
end;
return v3;
end)(v2, "PlayerGui");
local u7 = nil;
local u8 = nil;
local u9 = nil;
local u10 = nil;
local v4 = {};
local function u11()
assert(not u1, "initializeUI called when already initialized");
local u12 = "ScreenGui";
u12 = {
Name = "RbxCameraUI",
AutoLocalize = false,
Enabled = true,
DisplayOrder = -1,
IgnoreGuiInset = false,
ResetOnSpawn = false,
ZIndexBehavior = Enum.ZIndexBehavior.Sibling
};
local u13 = "ImageLabel";
u13 = {
Name = "Toast",
Visible = false,
AnchorPoint = Vector2.new(0.5, 0),
BackgroundTransparency = 1,
BorderSizePixel = 0,
Position = UDim2.new(0.5, 0, 0, 8),
Size = u3,
Image = "rbxasset://textures/ui/Camera/CameraToast9Slice.png",
ImageColor3 = u4,
ImageRectSize = Vector2.new(6, 6),
ImageTransparency = 1,
ScaleType = Enum.ScaleType.Slice,
SliceCenter = Rect.new(3, 3, 3, 3),
ClipsDescendants = true
};
local u14 = "Frame";
u14 = {
Name = "IconBuffer",
BackgroundTransparency = 1,
BorderSizePixel = 0,
Position = UDim2.new(0, 0, 0, 0),
Size = UDim2.new(0, 80, 1, 0)
};
local u15 = "ImageLabel";
u15 = {
Name = "Icon",
AnchorPoint = Vector2.new(0.5, 0.5),
BackgroundTransparency = 1,
Position = UDim2.new(0.5, 0, 0.5, 0),
Size = UDim2.new(0, 48, 0, 48),
ZIndex = 2,
Image = "rbxasset://textures/ui/Camera/CameraToastIcon.png",
ImageColor3 = u5,
ImageTransparency = 1
};
u14[1] = (function(p3)
local v5 = Instance.new(u15);
p3.Parent = nil;
local v6, v7, v8 = pairs(p3);
while true do
local v9 = nil;
local v10 = nil;
v10, v9 = v6(v7, v8);
if not v10 then
break;
end;
v8 = v10;
if type(v10) == "string" then
v5[v10] = v9;
else
v9.Parent = v5;
end;
end;
v5.Parent = p3.Parent;
return v5;
end)(u15);
local u16 = "Frame";
u14 = function(p4)
local v11 = Instance.new(u16);
p4.Parent = nil;
local v12, v13, v14 = pairs(p4);
while true do
local v15 = nil;
local v16 = nil;
v16, v15 = v12(v13, v14);
if not v16 then
break;
end;
v14 = v16;
if type(v16) == "string" then
v11[v16] = v15;
else
v15.Parent = v11;
end;
end;
v11.Parent = p4.Parent;
return v11;
end;
u16 = {
Name = "TextBuffer",
BackgroundTransparency = 1,
BorderSizePixel = 0,
Position = UDim2.new(0, 80, 0, 0),
Size = UDim2.new(1, -80, 1, 0),
ClipsDescendants = true
};
local u17 = "TextLabel";
u15 = function(p5)
local v17 = Instance.new(u17);
p5.Parent = nil;
local v18, v19, v20 = pairs(p5);
while true do
local v21 = nil;
local v22 = nil;
v22, v21 = v18(v19, v20);
if not v22 then
break;
end;
v20 = v22;
if type(v22) == "string" then
v17[v22] = v21;
else
v21.Parent = v17;
end;
end;
v17.Parent = p5.Parent;
return v17;
end;
u17 = {
Name = "Upper",
AnchorPoint = Vector2.new(0, 1),
BackgroundTransparency = 1,
Position = UDim2.new(0, 0, 0.5, 0),
Size = UDim2.new(1, 0, 0, 19),
Font = Enum.Font.GothamMedium,
Text = "Camera control enabled",
TextColor3 = u5,
TextTransparency = 1,
TextSize = 19,
TextXAlignment = Enum.TextXAlignment.Left,
TextYAlignment = Enum.TextYAlignment.Center
};
u15 = u15(u17);
local u18 = "TextLabel";
u17 = function(p6)
local v23 = Instance.new(u18);
p6.Parent = nil;
local v24, v25, v26 = pairs(p6);
while true do
local v27 = nil;
local v28 = nil;
v28, v27 = v24(v25, v26);
if not v28 then
break;
end;
v26 = v28;
if type(v28) == "string" then
v23[v28] = v27;
else
v27.Parent = v23;
end;
end;
v23.Parent = p6.Parent;
return v23;
end;
u18 = {
Name = "Lower",
AnchorPoint = Vector2.new(0, 0),
BackgroundTransparency = 1,
Position = UDim2.new(0, 0, 0.5, 3),
Size = UDim2.new(1, 0, 0, 15),
Font = Enum.Font.Gotham,
Text = "Right mouse button to toggle",
TextColor3 = u5,
TextTransparency = 1,
TextSize = 15,
TextXAlignment = Enum.TextXAlignment.Left,
TextYAlignment = Enum.TextYAlignment.Center
};
u16[1] = u15;
u16[2] = u17(u18);
u13[1] = (function(p7)
local v29 = Instance.new(u14);
p7.Parent = nil;
local v30, v31, v32 = pairs(p7);
while true do
local v33 = nil;
local v34 = nil;
v34, v33 = v30(v31, v32);
if not v34 then
break;
end;
v32 = v34;
if type(v34) == "string" then
v29[v34] = v33;
else
v33.Parent = v29;
end;
end;
v29.Parent = p7.Parent;
return v29;
end)(u14);
u13[2] = u14(u16);
u12[1] = (function(p8)
local v35 = Instance.new(u13);
p8.Parent = nil;
local v36, v37, v38 = pairs(p8);
while true do
local v39 = nil;
local v40 = nil;
v40, v39 = v36(v37, v38);
if not v40 then
break;
end;
v38 = v40;
if type(v40) == "string" then
v35[v40] = v39;
else
v39.Parent = v35;
end;
end;
v35.Parent = p8.Parent;
return v35;
end)(u13);
u13 = u6;
u12.Parent = u13;
u2 = (function(p9)
local v41 = Instance.new(u12);
p9.Parent = nil;
local v42, v43, v44 = pairs(p9);
while true do
local v45 = nil;
local v46 = nil;
v46, v45 = v42(v43, v44);
if not v46 then
break;
end;
v44 = v46;
if type(v46) == "string" then
v41[v46] = v45;
else
v45.Parent = v41;
end;
end;
v41.Parent = p9.Parent;
return v41;
end)(u12);
u12 = u2;
u7 = u12.Toast;
u12 = u7.IconBuffer;
u8 = u12.Icon;
u12 = u7.TextBuffer;
u9 = u12.Upper;
u12 = u7.TextBuffer;
u10 = u12.Lower;
u1 = true;
end;
function v4.setCameraModeToastEnabled(p10)
if not p10 and not u1 then
return;
end;
if not u1 then
u11();
end;
u7.Visible = p10;
if not p10 then
v4.setCameraModeToastOpen(false);
end;
end;
local l__TweenService__19 = game:GetService("TweenService");
local u20 = TweenInfo.new(0.25, Enum.EasingStyle.Quad, Enum.EasingDirection.Out);
local u21 = UDim2.new(0, 326, 0, 58);
function v4.setCameraModeToastOpen(p11)
assert(u1);
local v47 = {
Size = p11 and u21 or u3
};
if p11 then
local v48 = 0.4;
else
v48 = 1;
end;
v47.ImageTransparency = v48;
l__TweenService__19:Create(u7, u20, v47):Play();
local v49 = {};
if p11 then
local v50 = 0;
else
v50 = 1;
end;
v49.ImageTransparency = v50;
l__TweenService__19:Create(u8, u20, v49):Play();
local v51 = {};
if p11 then
local v52 = 0;
else
v52 = 1;
end;
v51.TextTransparency = v52;
l__TweenService__19:Create(u9, u20, v51):Play();
local v53 = {};
if p11 then
local v54 = 0;
else
v54 = 1;
end;
v53.TextTransparency = v54;
l__TweenService__19:Create(u10, u20, v53):Play();
end;
return v4;
|
--[[
Remove elements from a dictionary
]] |
function Immutable.RemoveFromDictionary(dictionary, ...)
local result = {}
for key, value in next, dictionary do
local found = false
for listKey = 1, select("#", ...) do
if key == select(listKey, ...) then
found = true
break
end
end
if not found then
result[key] = value
end
end
return result
end
|
--[[
]] |
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local AvatarEditor = ReplicatedStorage.AvatarEditor
local QueryMap = require(AvatarEditor.Shared.QueryMap)
local Signal = require(AvatarEditor.Shared.Util.Signal)
local Maid = require(AvatarEditor.Shared.Util.Maid)
local Settings = require(AvatarEditor.Shared.Settings)
local Cache = require(AvatarEditor.Shared.Cache)
local Theme = require(AvatarEditor.Client.Theme)
local buttonTemplate = require(AvatarEditor.Gui.ButtonTemplateToLua)()
local cache = Cache.new(Settings.CACHE_SIZE)
local Class = {}
Class.__index = Class
local function copy(array)
local new = {}
table.move(array, 1, #array, 1, new)
return new
end
local function getCacheKey(pattern, assetType, wearing, uid)
local key = string.format("%s, %s, %s, %s", QueryMap.GetOptionName("AssetType", assetType), tostring(wearing), uid, pattern)
return key
end
local function getFromCache(pattern, assetType, wearing, uid)
local key = getCacheKey(pattern, assetType, wearing, uid)
return cache:Get(key)
end
local function createCache(pattern, assetType, wearing, uid, list)
local key = getCacheKey(pattern, assetType, wearing, uid)
list = copy(list)
cache:Set(key, list)
end
local function sort(list)
table.sort(list, function(a, b)
return a._name < b._name
end)
end
function stringMatch(str, pattern)
local patternIndex = 1
local patternLength = #pattern
local strIndex = 1
local strLength = #str
while patternIndex <= patternLength and strIndex <= strLength do
local patternChar = pattern:sub(patternIndex, patternIndex):lower()
local strChar = str:sub(strIndex, strIndex):lower()
if patternChar == strChar then
patternIndex = patternIndex + 1
end
strIndex = strIndex + 1
end
return patternLength > 0 and strLength > 0 and (patternIndex - 1) == patternLength
end
local function createButton()
local button = buttonTemplate:Clone()
return button
end
local function isWearing(assets, id)
return assets[id]
end
function Class.new(scrollingFrame, catalogData, wearingAssets, searchState)
local self = setmetatable({}, Class)
self.ScrollingFrame = scrollingFrame
self.All = catalogData
self.List = catalogData
self.Wearing = wearingAssets
self.PageSize = Settings.PAGE_SIZE
self.MaxPageSize = Settings.PAGE_SIZE
self.GridLayout = scrollingFrame.UIGridLayout
self.Maid = Maid.new()
self.Listeners = Maid.new()
self.Children = {}
self.Pool = {}
self.State = searchState
self.ItemSelected = Signal.new()
self.ViewDetails = Signal.new()
for i = 1, 50 do
self.Pool[i] = createButton()
end
self.Maid:GiveTask(Theme.Changed:Connect(function()
self:Render()
end))
self.Maid:GiveTask(Theme:Bind(scrollingFrame, "ScrollBarImageColor3", "Scrollbar"))
self.Maid:GiveTask(self.ScrollingFrame:GetPropertyChangedSignal("CanvasPosition"):Connect(function()
local currentPageSize = self.PageSize
local uiGridLayout = self.GridLayout
-- i think indexing AbsoluteContentSize is really intensive especially on larger AbsoluteContentSize
local scrollEnough = scrollingFrame.CanvasPosition.Y >= uiGridLayout.AbsoluteContentSize.Y - scrollingFrame.AbsoluteSize.Y - 10
if scrollEnough then
local newPageSize = math.min(currentPageSize + Settings.PAGE_SIZE, self.MaxPageSize)
if newPageSize ~= currentPageSize then
self.PageSize = newPageSize
self:Update()
end
end
end))
for i, v in ipairs(self.All) do
v._name = v.name:lower()
v._wearing = isWearing(self.Wearing, v.id)
end
return self
end
function Class:GetItem()
local pool = self.Pool
local button = table.remove(pool, #pool)
if not button then
button = createButton()
end
return button
end
function Class:Render()
local maid = self.Listeners
local catalogList = self.List
local children = self.Children
local scrollingFrame = self.ScrollingFrame
local uiGridLayout = self.GridLayout
local pool = self.Pool
local newChildren = table.create(1000)
maid:DoCleaning()
for i, v in ipairs(catalogList) do
local button = children[i] or self:GetItem()
button.LayoutOrder = i
button.ItemLabel.Text = v.name
button.Icon.Image = "rbxthumb://type=Asset&id=" .. v.id .. "&w=150&h=150"
button.ItemLabel.Visible = false
button.Wearing.Visible = v._wearing
button.More.Visible = false
newChildren[i] = button
maid:GiveTask(Theme:Bind(button, "BackgroundColor3", "Button"))
maid:GiveTask(Theme:Bind(button.ItemLabel, "TextColor3", "Text"))
maid:GiveTask(Theme:Bind(button.ItemLabel, "TextStrokeColor3", "TextStroke"))
maid:GiveTask(Theme:Bind(button.More, "BackgroundColor3", "Details"))
maid:GiveTask(Theme:Bind(button.More, "TextColor3", "Text"))
maid:GiveTask(Theme:Bind(button.Wearing, "BackgroundColor3", "Wearing"))
maid:GiveTask(button.More.Activated:Connect(function(inputObject)
self.ViewDetails:Fire(v)
end))
maid:GiveTask(button.TouchLongPress:Connect(function(touchPositions, inputState)
button.ItemLabel.Visible = false
button.More.Visible = false
self.ViewDetails:Fire(v)
end))
maid:GiveTask(button.Activated:Connect(function(inputObject)
self.ItemSelected:Fire(v, v._wearing)
end))
maid:GiveTask(button.InputBegan:Connect(function(inputObject)
if not Settings.HOVER_INPUTS[inputObject.UserInputType] then
return
end
button.ItemLabel.Visible = true
if inputObject.UserInputType == Enum.UserInputType.MouseMovement then
button.More.Visible = true
end
end))
maid:GiveTask(button.InputEnded:Connect(function(inputObject)
if not Settings.HOVER_INPUTS[inputObject.UserInputType] then
return
end
button.ItemLabel.Visible = false
button.More.Visible = false
end))
button.Parent = scrollingFrame
end
for i = #catalogList + 1, #children do
local button = children[i]
button.Parent = nil
table.insert(pool, button)
end
self.Children = newChildren
scrollingFrame.CanvasSize = UDim2.new(0, 0, 0, uiGridLayout.AbsoluteContentSize.Y)
end
function Class:Search(list, pattern, assetType, wearing, uid)
local results = table.create(10000)
-- umm yeaaa
if pattern == "" then
if wearing then
for i, v in ipairs(list) do
if v._wearing then
table.insert(results, v)
end
end
else
for i, v in ipairs(list) do
if v.assetType == assetType then
table.insert(results, v)
end
end
end
else
if wearing then
for i, v in ipairs(list) do
if stringMatch(v._name, pattern) and v._wearing then
table.insert(results, v)
end
end
else
for i, v in ipairs(list) do
if stringMatch(v._name, pattern) and v.assetType == assetType then
table.insert(results, v)
end
end
end
end
return results
end
function Class:Update(reset)
local scrollingFrame = self.ScrollingFrame
local state = self.State
if reset then
self.PageSize = Settings.PAGE_SIZE
self.MaxPageSize = Settings.PAGE_SIZE
scrollingFrame.CanvasPosition = Vector2.new(0, 0)
end
local filteredItems = {}
local cacheResults = getFromCache(state.search, state.assetType, state.wearing, state.uid)
if cacheResults then
self.MaxPageSize = #cacheResults
for i = 1, self.PageSize do
table.insert(filteredItems, i, cacheResults[i])
end
createCache(state.search, state.assetType, state.wearing, state.uid, cacheResults)
else
local searchResults = self:Search(self.All, state.search, state.assetType, state.wearing, state.uid)
sort(searchResults)
self.MaxPageSize = #searchResults
for i = 1, self.PageSize do
table.insert(filteredItems, i, searchResults[i])
end
createCache(state.search, state.assetType, state.wearing, state.uid, searchResults)
end
self.List = filteredItems
self:Render()
end
function Class:UpdateWearing(wearingAssets)
self.Wearing = wearingAssets
for i, v in ipairs(self.All) do
v._wearing = isWearing(self.Wearing, v.id)
end
self:Render()
end
function Class:Destroy()
self.ScrollingFrame.CanvasPosition = Vector2.new(0, 0)
self.ScrollingFrame = nil
self.All = nil
self.List = nil
self.Wearing = nil
self.PageSize = nil
self.MaxPageSize = nil
self.GridLayout = nil
self.Maid:DoCleaning()
self.Maid = nil
self.Listeners:DoCleaning()
self.Listeners = nil
for i, v in ipairs(self.Children) do
v:Destroy()
end
table.clear(self.Children)
for i, v in ipairs(self.Pool) do
v:Destroy()
end
table.clear(self.Pool)
self.State = nil
self.ItemSelected:Destroy()
self.ItemSelected = nil
self.ViewDetails:Destroy()
self.ViewDetails = nil
end
return Class
|
--[[
NOTES
- CenterWeld CFrame : CFrame.new(0,1.5,-5)
- CFrame.new(-7,2,-2) SOL math.rad(45)
- CFrame.new(7,2,-2) SAG math.rad(-45)
--]]
--// Variables \\--
---( |
local center = Instance.new("Part")
local left = Instance.new("Part")
local right = Instance.new("Part") |
--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]] | --
function OrbitalCamera:GetCameraToSubjectDistance()
return self.curDistance
end
function OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance)
local player = PlayersService.LocalPlayer
if player then
self.currentSubjectDistance = math.clamp(desiredSubjectDistance, self.minDistance, self.maxDistance)
-- OrbitalCamera is not allowed to go into the first-person range
self.currentSubjectDistance = math.max(self.currentSubjectDistance, self.FIRST_PERSON_DISTANCE_THRESHOLD)
end
self.inFirstPerson = false
self:UpdateMouseBehavior()
return self.currentSubjectDistance
end
function OrbitalCamera:CalculateNewLookVector(suppliedLookVector: Vector3, xyRotateVector: Vector2): Vector3
local currLookVector: Vector3 = suppliedLookVector or self:GetCameraLookVector()
local currPitchAngle: number = math.asin(currLookVector.y)
local yTheta: number = math.clamp(xyRotateVector.y, currPitchAngle - math.rad(MAX_ALLOWED_ELEVATION_DEG), currPitchAngle - math.rad(MIN_ALLOWED_ELEVATION_DEG))
local constrainedRotateInput: Vector2 = Vector2.new(xyRotateVector.x, yTheta)
local startCFrame: CFrame = CFrame.new(ZERO_VECTOR3, currLookVector)
local newLookVector: Vector3 = (CFrame.Angles(0, -constrainedRotateInput.x, 0) * startCFrame * CFrame.Angles(-constrainedRotateInput.y,0,0)).lookVector
return newLookVector
end
|
--//Main Function |
ProximityPrompt.Triggered:Connect(function(Player)
local Character = Player.Character
local Torso = Character:WaitForChild("Head")
ProximityPrompt.ActionText = "Wear"
if Character:FindFirstChild(script.Parent.Parent.Name) then
Character[script.Parent.Parent.Name]:Destroy()
else
local NewArmor = Armor:Clone()
NewArmor:SetPrimaryPartCFrame(Torso.CFrame)
NewArmor.PrimaryPart:Destroy()
ProximityPrompt.ActionText = "Take off"
for _, part in pairs (NewArmor:GetChildren()) do
if part:IsA("BasePart") then
WeldParts(Torso, part)
part.CanCollide = false
part.Anchored = false
end
end
NewArmor.Parent = Character
end
end)
|
--[[**
ensures value is NaN
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]] |
function t.nan(value)
if value ~= value then
return true
else
return false
end
end
|
--SETUP
-- EASY
---- Simply place the StarMapScripts folder in
---- any part and run the game. The Initializer
---- script will start the star map generation
---- automagically. You can change configuration
---- values in the script to get the desired
---- effect [see CONFIGURATION].
-- INTERMEDIATE
---- Place the StarMapScripts inside a part. If
---- you would like the scripts to start on their
---- own, leave the Initializer script alone.
---- Otherwise, you can delete/disable the
---- Initializer script.
---- To regenerate the starmap and pass in a new
---- configuration [see CONFIGURATION], you need
---- to require() the StarMapScript module. The
---- module itself simply returns a function, so
---- if you load the module into a variable like so
----- local starmap = require([StarMapScript])
---- then you only need to call it as a function
---- to regenerate the map:
----- starmap()
---- Alternatively, you can simply do this:
----- require([StarMapScript])()
---- to generate the starmap without a variable.
---- Of course you can pass in a configuration table
---- to generate different types of maps.
---- [see CONFIGURATION]
-- ADVANCED
---- Effectively the same as INTERMEDIATE but you can
---- disable the Initializer script, put the scripts
---- folder anywhere you like, and load any star maps
---- you would like one after the other using a custom
---- configuration table.
----- e.g. {
----- Part = workspace.MyPart,
----- Object_Parent = workspace.MyPart
----- {
---- WARNING:
---- If you choose to use this method, you MUST
---- specify a new Object_Parent in the configuration
---- table each time you generate a new map. If
---- you don't any stars you generate will be
---- removed when the function is called again.
---- The StarMap function supports a callback when
---- it is finished generating a map. Simply pass
---- in a table containing a "Callback" key that has
---- a function value, and that function will be
---- called when the generation routine has finished.
---- The callback is called using spawn() so you don't
---- have to worry about holding the script up.
---- The function itself will hold any functions
---- calling it however, unless you use spawn() to
---- call it. | |
--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result |
function methods:InternalApplyRobloxFilterNewAPI(speakerName, message) --// USES FFLAG
local alwaysRunFilter = false
local runFilter = RunService:IsServer() and not RunService:IsStudio()
if (alwaysRunFilter or runFilter) then
local fromSpeaker = self:GetSpeaker(speakerName)
if fromSpeaker == nil then
return false, nil, nil
end
local fromPlayerObj = fromSpeaker:GetPlayer()
if fromPlayerObj == nil then
return true, false, message
end
local success, filterResult = pcall(function()
local ts = game:GetService("TextService")
local result = ts:FilterStringAsync(message, fromPlayerObj.UserId)
return result
end)
if (success) then
return true, true, filterResult
else
warn("Error filtering message:", message)
self:InternalNotifyFilterIssue()
return false, nil, nil
end
else
--// Simulate filtering latency.
wait(0.2)
return true, false, message
end
return nil
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:InternalGetUniqueMessageId()
local id = self.MessageIdCounter
self.MessageIdCounter = id + 1
return id
end
function methods:InternalAddSpeakerWithPlayerObject(speakerName, playerObj, fireSpeakerAdded)
if (self.Speakers[speakerName:lower()]) then
error("Speaker \"" .. speakerName .. "\" already exists!")
end
local speaker = Speaker.new(self, speakerName)
speaker:InternalAssignPlayerObject(playerObj)
self.Speakers[speakerName:lower()] = speaker
if fireSpeakerAdded then
local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)
if not success and err then
print("Error adding speaker: " ..err)
end
end
return speaker
end
function methods:InternalFireSpeakerAdded(speakerName)
local success, err = pcall(function() self.eSpeakerAdded:Fire(speakerName) end)
if not success and err then
print("Error firing speaker added: " ..err)
end
end
|
--[[
Construct the value that is assigned to Roact's context storage.
]] |
local function createContextEntry(currentValue)
return {
value = currentValue,
onUpdate = createSignal(),
}
end
local function createProvider(context)
local Provider = Component:extend("Provider")
function Provider:init(props)
self.contextEntry = createContextEntry(props.value)
self:__addContext(context.key, self.contextEntry)
end
function Provider:willUpdate(nextProps)
-- If the provided value changed, immediately update the context entry.
--
-- During this update, any components that are reachable will receive
-- this updated value at the same time as any props and state updates
-- that are being applied.
if nextProps.value ~= self.props.value then
self.contextEntry.value = nextProps.value
end
end
function Provider:didUpdate(prevProps)
-- If the provided value changed, after we've updated every reachable
-- component, fire a signal to update the rest.
--
-- This signal will notify all context consumers. It's expected that
-- they will compare the last context value they updated with and only
-- trigger an update on themselves if this value is different.
--
-- This codepath will generally only update consumer components that has
-- a component implementing shouldUpdate between them and the provider.
if prevProps.value ~= self.props.value then
self.contextEntry.onUpdate:fire(self.props.value)
end
end
function Provider:render()
return createFragment(self.props[Children])
end
return Provider
end
local function createConsumer(context)
local Consumer = Component:extend("Consumer")
function Consumer.validateProps(props)
if type(props.render) ~= "function" then
return false, "Consumer expects a `render` function"
else
return true
end
end
function Consumer:init(_props)
-- This value may be nil, which indicates that our consumer is not a
-- descendant of a provider for this context item.
self.contextEntry = self:__getContext(context.key)
end
function Consumer:render()
-- Render using the latest available for this context item.
--
-- We don't store this value in state in order to have more fine-grained
-- control over our update behavior.
local value
if self.contextEntry ~= nil then
value = self.contextEntry.value
else
value = context.defaultValue
end
return self.props.render(value)
end
function Consumer:didUpdate()
-- Store the value that we most recently updated with.
--
-- This value is compared in the contextEntry onUpdate hook below.
if self.contextEntry ~= nil then
self.lastValue = self.contextEntry.value
end
end
function Consumer:didMount()
if self.contextEntry ~= nil then
-- When onUpdate is fired, a new value has been made available in
-- this context entry, but we may have already updated in the same
-- update cycle.
--
-- To avoid sending a redundant update, we compare the new value
-- with the last value that we updated with (set in didUpdate) and
-- only update if they differ. This may happen when an update from a
-- provider was blocked by an intermediate component that returned
-- false from shouldUpdate.
self.disconnect = self.contextEntry.onUpdate:subscribe(function(newValue)
if newValue ~= self.lastValue then
-- Trigger a dummy state update.
self:setState({})
end
end)
end
end
function Consumer:willUnmount()
if self.disconnect ~= nil then
self.disconnect()
self.disconnect = nil
end
end
return Consumer
end
local Context = {}
Context.__index = Context
function Context.new(defaultValue)
return setmetatable({
defaultValue = defaultValue,
key = Symbol.named("ContextKey"),
}, Context)
end
function Context:__tostring()
return "RoactContext"
end
local function createContext(defaultValue)
local context = Context.new(defaultValue)
return {
Provider = createProvider(context),
Consumer = createConsumer(context),
}
end
return createContext
|
--[[ Module functions ]] | --
function Invisicam:LimbBehavior(castPoints)
for limb, _ in pairs(self.trackedLimbs) do
castPoints[#castPoints + 1] = limb.Position
end
end
function Invisicam:MoveBehavior(castPoints)
for i = 1, MOVE_CASTS do
local position, velocity = self.humanoidRootPart.Position, self.humanoidRootPart.Velocity
local horizontalSpeed = Vector3.new(velocity.X, 0, velocity.Z).Magnitude / 2
local offsetVector = (i - 1) * self.humanoidRootPart.CFrame.lookVector * horizontalSpeed
castPoints[#castPoints + 1] = position + offsetVector
end
end
function Invisicam:CornerBehavior(castPoints)
local cframe = self.humanoidRootPart.CFrame
local centerPoint = cframe.p
local rotation = cframe - centerPoint
local halfSize = self.char:GetExtentsSize() / 2 --NOTE: Doesn't update w/ limb animations
castPoints[#castPoints + 1] = centerPoint
for i = 1, #CORNER_FACTORS do
castPoints[#castPoints + 1] = centerPoint + (rotation * (halfSize * CORNER_FACTORS[i]))
end
end
function Invisicam:CircleBehavior(castPoints)
local cframe
if self.mode == MODE.CIRCLE1 then
cframe = self.humanoidRootPart.CFrame
else
local camCFrame = self.camera.CoordinateFrame
cframe = camCFrame - camCFrame.p + self.humanoidRootPart.Position
end
castPoints[#castPoints + 1] = cframe.p
for i = 0, CIRCLE_CASTS - 1 do
local angle = (2 * math.pi / CIRCLE_CASTS) * i
local offset = 3 * Vector3.new(math.cos(angle), math.sin(angle), 0)
castPoints[#castPoints + 1] = cframe * offset
end
end
function Invisicam:LimbMoveBehavior(castPoints)
self:LimbBehavior(castPoints)
self:MoveBehavior(castPoints)
end
function Invisicam:CharacterOutlineBehavior(castPoints)
local torsoUp = self.torsoPart.CFrame.upVector.unit
local torsoRight = self.torsoPart.CFrame.rightVector.unit
-- Torso cross of points for interior coverage
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight
if self.headPart then
castPoints[#castPoints + 1] = self.headPart.CFrame.p
end
local cframe = CFrame.new(ZERO_VECTOR3,Vector3.new(self.camera.CoordinateFrame.lookVector.X,0,self.camera.CoordinateFrame.lookVector.Z))
local centerPoint = (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position)
local partsWhitelist = {self.torsoPart}
if self.headPart then
partsWhitelist[#partsWhitelist + 1] = self.headPart
end
for i = 1, CHAR_OUTLINE_CASTS do
local angle = (2 * math.pi * i / CHAR_OUTLINE_CASTS)
local offset = cframe * (3 * Vector3.new(math.cos(angle), math.sin(angle), 0))
offset = Vector3.new(offset.X, math.max(offset.Y, -2.25), offset.Z)
local ray = Ray.new(centerPoint + offset, -3 * offset)
local hit, hitPoint = game.Workspace:FindPartOnRayWithWhitelist(ray, partsWhitelist, false, false)
if hit then
-- Use hit point as the cast point, but nudge it slightly inside the character so that bumping up against
-- walls is less likely to cause a transparency glitch
castPoints[#castPoints + 1] = hitPoint + 0.2 * (centerPoint - hitPoint).unit
end
end
end
function Invisicam:SmartCircleBehavior(castPoints)
local torsoUp = self.torsoPart.CFrame.upVector.unit
local torsoRight = self.torsoPart.CFrame.rightVector.unit
-- SMART_CIRCLE mode includes rays to head and 5 to the torso.
-- Hands, arms, legs and feet are not included since they
-- are not canCollide and can therefore go inside of parts
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoUp
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoUp
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p + torsoRight
castPoints[#castPoints + 1] = self.torsoPart.CFrame.p - torsoRight
if self.headPart then
castPoints[#castPoints + 1] = self.headPart.CFrame.p
end
local cameraOrientation = self.camera.CFrame - self.camera.CFrame.p
local torsoPoint = Vector3.new(0,0.5,0) + (self.torsoPart and self.torsoPart.Position or self.humanoidRootPart.Position)
local radius = 2.5
-- This loop first calculates points in a circle of radius 2.5 around the torso of the character, in the
-- plane orthogonal to the camera's lookVector. Each point is then raycast to, to determine if it is within
-- the free space surrounding the player (not inside anything). Two iterations are done to adjust points that
-- are inside parts, to try to move them to valid locations that are still on their camera ray, so that the
-- circle remains circular from the camera's perspective, but does not cast rays into walls or parts that are
-- behind, below or beside the character and not really obstructing view of the character. This minimizes
-- the undesirable situation where the character walks up to an exterior wall and it is made invisible even
-- though it is behind the character.
for i = 1, SMART_CIRCLE_CASTS do
local angle = SMART_CIRCLE_INCREMENT * i - 0.5 * math.pi
local offset = radius * Vector3.new(math.cos(angle), math.sin(angle), 0)
local circlePoint = torsoPoint + cameraOrientation * offset
-- Vector from camera to point on the circle being tested
local vp = circlePoint - self.camera.CFrame.p
local ray = Ray.new(torsoPoint, circlePoint - torsoPoint)
local hit, hp, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false )
local castPoint = circlePoint
if hit then
local hprime = hp + 0.1 * hitNormal.unit -- Slightly offset hit point from the hit surface
local v0 = hprime - torsoPoint -- Vector from torso to offset hit point
local perp = (v0:Cross(vp)).unit
-- Vector from the offset hit point, along the hit surface
local v1 = (perp:Cross(hitNormal)).unit
-- Vector from camera to offset hit
local vprime = (hprime - self.camera.CFrame.p).unit
-- This dot product checks to see if the vector along the hit surface would hit the correct
-- side of the invisicam cone, or if it would cross the camera look vector and hit the wrong side
if ( v0.unit:Dot(-v1) < v0.unit:Dot(vprime)) then
castPoint = RayIntersection(hprime, v1, circlePoint, vp)
if castPoint.Magnitude > 0 then
local ray = Ray.new(hprime, castPoint - hprime)
local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false )
if hit then
local hprime2 = hitPoint + 0.1 * hitNormal.unit
castPoint = hprime2
end
else
castPoint = hprime
end
else
castPoint = hprime
end
local ray = Ray.new(torsoPoint, (castPoint - torsoPoint))
local hit, hitPoint, hitNormal = game.Workspace:FindPartOnRayWithIgnoreList(ray, {self.char}, false, false )
if hit then
local castPoint2 = hitPoint - 0.1 * (castPoint - torsoPoint).unit
castPoint = castPoint2
end
end
castPoints[#castPoints + 1] = castPoint
end
end
function Invisicam:CheckTorsoReference()
if self.char then
self.torsoPart = self.char:FindFirstChild("Torso")
if not self.torsoPart then
self.torsoPart = self.char:FindFirstChild("UpperTorso")
if not self.torsoPart then
self.torsoPart = self.char:FindFirstChild("HumanoidRootPart")
end
end
self.headPart = self.char:FindFirstChild("Head")
end
end
function Invisicam:CharacterAdded(char, player)
-- We only want the LocalPlayer's character
if player~=PlayersService.LocalPlayer then return end
if self.childAddedConn then
self.childAddedConn:Disconnect()
self.childAddedConn = nil
end
if self.childRemovedConn then
self.childRemovedConn:Disconnect()
self.childRemovedConn = nil
end
self.char = char
self.trackedLimbs = {}
local function childAdded(child)
if child:IsA("BasePart") then
if LIMB_TRACKING_SET[child.Name] then
self.trackedLimbs[child] = true
end
if child.Name == "Torso" or child.Name == "UpperTorso" then
self.torsoPart = child
end
if child.Name == "Head" then
self.headPart = child
end
end
end
local function childRemoved(child)
self.trackedLimbs[child] = nil
-- If removed/replaced part is 'Torso' or 'UpperTorso' double check that we still have a TorsoPart to use
self:CheckTorsoReference()
end
self.childAddedConn = char.ChildAdded:Connect(childAdded)
self.childRemovedConn = char.ChildRemoved:Connect(childRemoved)
for _, child in pairs(self.char:GetChildren()) do
childAdded(child)
end
end
function Invisicam:SetMode(newMode)
AssertTypes(newMode, 'number')
for _, modeNum in pairs(MODE) do
if modeNum == newMode then
self.mode = newMode
self.behaviorFunction = self.behaviors[self.mode]
return
end
end
error("Invalid mode number")
end
function Invisicam:GetObscuredParts()
return self.savedHits
end
|
-- @outline // RUNNER |
function Module.ClientInit()
Module.CreateModel()
end
function Module.ClientUpdate(dt)
local Cam = game.Workspace.CurrentCamera
Module.Model:SetPrimaryPartCFrame(Cam.CFrame * CFrame.new(1.5, -1, -1.5))
end
return Module
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local autoscaling = false --Estimates top speed
local UNITS = { --Click on speed to change units
--First unit is default
{
units = "MPH" ,
scaling = (10/12) * (60/88) , -- 1 stud : 10 inches | ft/s to MPH
maxSpeed = 220 ,
spInc = 20 , -- Increment between labelled notches
},
{
units = "KM/H" ,
scaling = (10/12) * 1.09728 , -- 1 stud : 10 inches | ft/s to KP/H
maxSpeed = 360 ,
spInc = 30 , -- Increment between labelled notches
},
{
units = "SPS" ,
scaling = 1 , -- Roblox standard
maxSpeed = 320 ,
spInc = 40 , -- Increment between labelled notches
}
}
|
--[[Controls]] |
local _CTRL = _Tune.Controls
local Controls = Instance.new("Folder")
Controls.Name = "Controls"
Controls.Parent = script.Parent
for i,v in pairs(_CTRL) do
local a=Instance.new("StringValue")
a.Name=i
a.Value=v.Name
a.Parent = Controls
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")
a.Name = i
a.Value = v
a.Parent = Controls
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
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
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)
|
--[[**
Yields the current thread until the specified amount of seconds have elapsed. This uses Heartbeat to avoid using the legacy scheduler.
@param [t:optional<t:numberMin<0>>] Seconds The amount of seconds the thread will be yielded for. Defaults to 0.03.
@returns [t:number] The actual time yielded (in seconds).
**--]] |
function Scheduler.Wait(Seconds)
assert(OptionalNonNegativeNumber(Seconds))
Seconds = math.max(Seconds or 0.03, 0)
local TimeRemaining = Seconds
while TimeRemaining > 0 do
TimeRemaining = TimeRemaining - Heartbeat:Wait()
end
return Seconds - TimeRemaining
end
|
-- Decompiled with the Synapse X Luau decompiler. |
function PlaySound()
script.Sound:Play();
end;
script.Parent.MouseButton1Click:Connect(PlaySound);
|
--[[
A signal value indicating that a child should use its parent's key, because
it has no key of its own.
This occurs when you return only one element from a function component or
stateful render function.
]] |
ElementUtils.UseParentKey = Symbol.named("UseParentKey")
type Iterator<K, V> = ({ [K]: V }, K?) -> (K?, V?)
type Element = { [any]: any } |
--Made by Luckymaxer |
Figure = script.Parent
RunService = game:GetService("RunService")
Creator = Figure:FindFirstChild("Creator")
Humanoid = Figure:WaitForChild("Humanoid")
Head = Figure:WaitForChild("Head")
Torso = Figure:WaitForChild("Torso")
Neck = Torso:WaitForChild("Neck")
LeftShoulder = Torso:WaitForChild("Left Shoulder")
RightShoulder = Torso:WaitForChild("Right Shoulder")
LeftHip = Torso:WaitForChild("Left Hip")
RightHip = Torso:WaitForChild("Right Hip")
for i, v in pairs({--[[Neck, ]]LeftShoulder, RightShoulder, LeftHip, RightHip}) do
if v and v.Parent then
v.DesiredAngle = 0
v.CurrentAngle = 0
end
end
Pose = "None"
LastPose = Pose
PoseTime = tick()
ToolAnimTime = 0
function SetPose(pose)
LastPose = Pose
Pose = pose
PoseTime = tick()
end
function OnRunning(Speed)
if Speed > 0 then
SetPose("Running")
else
SetPose("Standing")
end
end
function OnDied()
SetPose("Dead")
end
function OnJumping()
SetPose("Jumping")
end
function OnClimbing()
SetPose("Climbing")
end
function OnGettingUp()
SetPose("GettingUp")
end
function OnFreeFall()
SetPose("FreeFall")
end
function OnFallingDown()
SetPose("FallingDown")
end
function OnSeated()
SetPose("Seated")
end
function OnPlatformStanding()
SetPose("PlatformStanding")
end
function OnSwimming(Speed)
return OnRunning(Speed)
end
function MoveJump()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = 0.5
LeftShoulder.DesiredAngle = -0.5
RightHip.DesiredAngle = -0.5
LeftHip.DesiredAngle = 0.5
end
function MoveFreeFall()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = 0.5
LeftShoulder.DesiredAngle = -0.5
RightHip.DesiredAngle = -0.5
LeftHip.DesiredAngle = 0.5
end
function MoveSit()
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
RightShoulder.DesiredAngle = (math.pi / 2)
LeftShoulder.DesiredAngle = -(math.pi / 2)
RightHip.DesiredAngle = 1
LeftHip.DesiredAngle = -1
end
function GetTool()
for i, v in pairs(Figure:GetChildren()) do
if v:IsA("Tool") then
return v
end
end
end
function GetToolAnim(Tool)
for i, v in pairs(Tool:GetChildren()) do
if v:IsA("StringValue") and v.Name == "ToolAnim" then
return v
end
end
return nil
end
function AnimateTool()
if (ToolAnim == "None") then
return
end
if (ToolAnim == "Slash") then
RightShoulder.MaxVelocity = 0.5
RightShoulder.DesiredAngle = 0
return
end
if (ToolAnim == "Lunge") then
RightShoulder.MaxVelocity = 0.5
LeftShoulder.MaxVelocity = 0.5
RightHip.MaxVelocity = 0.5
LeftHip.MaxVelocity = 0.5
RightShoulder.DesiredAngle = (math.pi / 2)
LeftShoulder.DesiredAngle = 0
RightHip.DesiredAngle = (math.pi / 2)
LeftHip.DesiredAngle = 1
return
end
end
function Move(Time)
local LimbAmplitude
local LimbFrequency
local NeckAmplitude
local NeckFrequency
local NeckDesiredAngle
if (Pose == "Jumping") then
MoveJump()
return
elseif (Pose == "FreeFall") then
MoveFreeFall()
return
elseif (Pose == "Seated") then
MoveSit()
return
end
local ClimbFudge = 0
if (Pose == "Running") then
RightShoulder.MaxVelocity = 0.15
LeftShoulder.MaxVelocity = 0.15
LimbAmplitude = 1
LimbFrequency = 9
NeckAmplitude = 0
NeckFrequency = 0
NeckDesiredAngle = 0
--[[if Creator and Creator.Value and Creator.Value:IsA("Player") and Creator.Value.Character then
local CreatorCharacter = Creator.Value.Character
local CreatorHead = CreatorCharacter:FindFirstChild("Head")
if CreatorHead then
local TargetPosition = CreatorHead.Position
local Direction = Torso.CFrame.lookVector
local HeadPosition = Head.Position
NeckDesiredAngle = ((((HeadPosition - TargetPosition).Unit):Cross(Direction)).Y / 4)
end
end]]
elseif (Pose == "Climbing") then
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
NeckDesiredAngle = ((not NeckDesiredAngle and (NeckAmplitude * math.sin(Time * NeckFrequency))) or NeckDesiredAngle)
LimbDesiredAngle = (LimbAmplitude * math.sin(Time * LimbFrequency))
--Neck.DesiredAngle = NeckDesiredAngle
RightShoulder.DesiredAngle = (LimbDesiredAngle + ClimbFudge)
LeftShoulder.DesiredAngle = (LimbDesiredAngle - ClimbFudge)
RightHip.DesiredAngle = -LimbDesiredAngle
LeftHip.DesiredAngle = -LimbDesiredAngle
local Tool = GetTool()
if Tool then
AnimStringValueObject = GetToolAnim(Tool)
if AnimStringValueObject then
ToolAnim = AnimStringValueObject.Value
if AnimStringValueObject and AnimStringValueObject.Parent then
AnimStringValueObject:Destroy()
end
ToolAnimTime = (Time + 0.3)
end
if Time > ToolAnimTime then
ToolAnimTime = 0
ToolAnim = "None"
end
AnimateTool()
else
ToolAnim = "None"
ToolAnimTime = 0
end
end
Humanoid.Died:connect(OnDied)
Humanoid.Running:connect(OnRunning)
Humanoid.Jumping:connect(OnJumping)
Humanoid.Climbing:connect(OnClimbing)
Humanoid.GettingUp:connect(OnGettingUp)
Humanoid.FreeFalling:connect(OnFreeFall)
Humanoid.FallingDown:connect(OnFallingDown)
Humanoid.Seated:connect(OnSeated)
Humanoid.PlatformStanding:connect(OnPlatformStanding)
Humanoid.Swimming:connect(OnSwimming)
Humanoid:ChangeState(Enum.HumanoidStateType.None)
RunService.Stepped:connect(function()
local _, Time = wait(0.1)
Move(Time)
end)
|
-- May return NaN or inf or -inf
-- This is a way of finding the angle between the two vectors: |
local function findAngleBetweenXZVectors(vec2, vec1)
return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z)
end
local function GetOrientationZY(backVector, upVector)
local rightVector = upVector:Cross(backVector).unit;
local upVector = backVector:Cross(rightVector).unit;
backVector = backVector.unit;
return CFrame.new(0, 0, 0, rightVector.x, upVector.x, backVector.x, rightVector.y, upVector.y, backVector.y, rightVector.z, upVector.z, backVector.z);
end
local function CreateClassicCamera()
local module = RootCameraCreator()
local tweenAcceleration = math.rad(220)
local tweenSpeed = math.rad(0)
local tweenMaxSpeed = math.rad(250)
local timeBeforeAutoRotate = 2
local lastThumbstickRotate = nil
local numOfSeconds = 0.7
local currentSpeed = 0
local maxSpeed = 0.1
local thumbstickSensitivity = 1
local lastThumbstickPos = Vector2.new(0,0)
local ySensitivity = 0.8
local lastVelocity = nil
local lastUpdate = tick()
module.LastUserPanCamera = tick()
function module:Update()
local now = tick()
local userPanningTheCamera = (self.UserPanningTheCamera == true)
local camera = workspace.CurrentCamera
local player = PlayersService.LocalPlayer
local humanoid = self:GetHumanoid()
local cameraSubject = camera and camera.CameraSubject
local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat')
local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform')
if lastUpdate == nil or now - lastUpdate > 1 then
module:ResetCameraLook()
self.LastCameraTransform = nil
end
if lastUpdate then
-- Cap out the delta to 0.5 so we don't get some crazy things when we re-resume from
local delta = math.min(0.5, now - lastUpdate)
local angle = 0
if not (isInVehicle or isOnASkateboard) then
angle = angle + (self.TurningLeft and -120 or 0)
angle = angle + (self.TurningRight and 120 or 0)
end
local gamepadRotation = self:UpdateGamepad()
if gamepadRotation ~= Vector2.new(0,0) then
userPanningTheCamera = true
self.RotateInput = self.RotateInput + gamepadRotation
end
if angle ~= 0 then
userPanningTheCamera = true
self.RotateInput = self.RotateInput + Vector2.new(math.rad(angle * delta), 0)
end
end
-- Reset tween speed if user is panning
if userPanningTheCamera then
tweenSpeed = 0
module.LastUserPanCamera = tick()
end
local userRecentlyPannedCamera = now - module.LastUserPanCamera < timeBeforeAutoRotate
local subjectPosition = self:GetSubjectPosition()
if subjectPosition and player and camera then
local zoom = self:GetCameraZoom()
if zoom < 0.5 then
zoom = 0.5
end
if self:GetShiftLock() and not self:IsInFirstPerson() then
-- We need to use the right vector of the camera after rotation, not before
local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput)
local offset = ((newLookVector * XZ_VECTOR):Cross(UP_VECTOR).unit * 1.75)
if IsFiniteVector3(offset) then
subjectPosition = subjectPosition + offset
end
else
if self.LastCameraTransform and not userPanningTheCamera then
local isInFirstPerson = self:IsInFirstPerson()
if (isInVehicle or isOnASkateboard) and lastUpdate and humanoid and humanoid.Torso then
if isInFirstPerson then
if self.LastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then
local y = -findAngleBetweenXZVectors(self.LastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector)
if IsFinite(y) then
self.RotateInput = self.RotateInput + Vector2.new(y, 0)
end
tweenSpeed = 0
end
elseif not userRecentlyPannedCamera then
local forwardVector = humanoid.Torso.CFrame.lookVector
if isOnASkateboard then
forwardVector = cameraSubject.CFrame.lookVector
end
local timeDelta = (now - lastUpdate)
tweenSpeed = clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta)
local percent = clamp(0, 1, tweenSpeed * timeDelta)
if self:IsInFirstPerson() then
percent = 1
end
local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook())
if IsFinite(y) and math.abs(y) > 0.0001 then
self.RotateInput = self.RotateInput + Vector2.new(y * percent, 0)
end
end
end
end
end
local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput)
self.RotateInput = Vector2.new()
camera.Focus = CFrame.new(subjectPosition)
local downVector = (self.DownVector or {Value=Vector3.new(0, -1, 0)}).Value;
local camOrientation = GetOrientationZY(-newLookVector, -downVector);
camera.CoordinateFrame = CFrame.new(camera.Focus.p) * camOrientation * CFrame.new(0, 0, zoom);
self.LastCameraTransform = camera.CoordinateFrame
if isInVehicle or isOnASkateboard and cameraSubject:IsA('BasePart') then
self.LastSubjectCFrame = cameraSubject.CFrame
else
self.LastSubjectCFrame = nil
end
end
lastUpdate = now
end
return module
end
return CreateClassicCamera
|
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]] |
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_SoundsMisc")
local _Tune = require(car["A-Chassis Tune"])
local on = 0
local mult=0
local det=.6
script:WaitForChild("Rel")
script:WaitForChild("Start")
script.Parent.Values.Gear.Changed:connect(function() mult=1 end)
for i,v in pairs(car.DriveSeat:GetChildren()) do
for _,a in pairs(script:GetChildren()) do
if v.Name==a.Name then v:Stop() wait() v:Destroy() end
end
end
handler:FireServer("newSound","Rel",car.DriveSeat,script.Rel.SoundId,0,script.Rel.Volume,true)
handler:FireServer("newSound","Start",car.DriveSeat,script.Start.SoundId,1,script.Start.Volume,false)
handler:FireServer("playSound","Rel")
car.DriveSeat:WaitForChild("Rel")
car.DriveSeat:WaitForChild("Start")
while wait() do
mult=math.max(0,mult-.1)
local _RPM = script.Parent.Values.RPM.Value
if script.Parent.Values.PreOn.Value then
handler:FireServer("playSound","Start")
wait(1.2)
else
if not script.Parent.IsOn.Value then on=math.max(on-.015,0) else on=1 end
RelVolume = 10*(1 - math.min(((script.Parent.Values.RPM.Value*3)/_Tune.Redline),1))
RelPitch = (math.max((((script.Rel.SetPitch.Value + script.Rel.SetRev.Value*_RPM/_Tune.Redline))*on^2)+(det*mult*math.sin(80*tick())),script.Rel.SetPitch.Value)) * on
end
if FE then
handler:FireServer("updateSound","Rel",script.Rel.SoundId,RelPitch,RelVolume)
else
car.DriveSeat.Rel.Volume = RelVolume
car.DriveSeat.Rel.Pitch = RelPitch
end
end
|
--!strict |
local Array = script.Parent
local isArray = require(Array.isArray)
type Array<T> = { [number]: T }
local RECEIVED_OBJECT_ERROR = "Array.concat(...) only works with array-like tables but "
.. "it received an object-like table.\nYou can avoid this error by wrapping the "
.. "object-like table into an array. Example: `concat({1, 2}, {a = true})` should "
.. "be `concat({1, 2}, { {a = true} }`"
|
--[[Transmission]] |
Tune.Clutch = true -- Implements a realistic clutch, change to "false" for the chassis to act like AC6.81T.
Tune.TransModes = {"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 ]]
Tune.ClutchMode = "New" --[[
[Modes]
"New" : Speed controls clutch engagement (AC6C V1.2)
"Old" : Speed and RPM control clutch engagement (AC6C V1.1) ]]
--Transmission Settings
Tune.Stall = true -- Stalling, enables the car to stall. An ignition plugin would be necessary. Disables if Tune.Clutch is false.
Tune.ClutchRel = false -- If true, the driver must let off the gas before shifting to a higher gear. Recommended false for beginners.
Tune.ClutchEngage = 25 -- How fast engagement is (0 = instant, 99 = super slow)
Tune.SpeedEngage = 15 -- Speed the clutch fully engages at (Based on SPS)
--Clutch: "Old" mode
Tune.ClutchRPMMult = 1.0 -- Clutch RPM multiplier, recommended to leave at 1.0
--Automatic Settings
Tune.AutoShiftMode = "RPM" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoShiftType = "DCT" --[[
[Types]
"Rev" : Clutch engages fully once RPM reached (AC6C V1)
"DCT" : Clutch engages after a set time has passed (AC6.81T) ]]
Tune.AutoShiftVers = "New" --[[
[Versions]
"New" : Shift from Reverse, Neutral, and Drive (AC6.81T)
"Old" : Auto shifts into R or D when stopped. (AC6.52S2) ]]
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)
--Automatic: Revmatching
Tune.ShiftThrot = 100 -- Throttle level when shifting down to revmatch, 0 - 100%
--Automatic: DCT
Tune.ShiftUpTime = 0.25 -- Time required to shift into next gear, from a lower gear to a higher one.
Tune.ShiftDnTime = 0.125 -- Time required to shift into next gear, from a higher gear to a lower one.
--Gear Ratios
Tune.FinalDrive = 4
Tune.Ratios = {
--[[Reverse]] 5 ,
--[[Neutral]] 0 ,
--[[ 1 ]] 3.9 ,
--[[ 2 ]] 2.52 ,
--[[ 3 ]] 1.85 ,
--[[ 4 ]] 1.38 ,
--[[ 5 ]] 1.05 ,
--[[ 6 ]] .87 ,
}
Tune.FDMult = 1 -- Ratio multiplier (keep this at 1 if car is not struggling with torque)
|
------------------------- |
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaft00.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0) --Change 10 to change the speed.
end
if Shaft01.MetalDoor.CanCollide == false then
Shaft01.MetalDoor.CanCollide = true
while Shaft01.MetalDoor.Transparency > 0.0 do
Shaft01.MetalDoor.Transparency = Shaft01.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft02.MetalDoor.CanCollide == false then
Shaft02.MetalDoor.CanCollide = true
while Shaft02.MetalDoor.Transparency > 0.0 do
Shaft02.MetalDoor.Transparency = Shaft02.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft03.MetalDoor.CanCollide == false then
Shaft03.MetalDoor.CanCollide = true
while Shaft03.MetalDoor.Transparency > 0.0 do
Shaft03.MetalDoor.Transparency = Shaft03.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft04.MetalDoor.CanCollide == false then
Shaft04.MetalDoor.CanCollide = true
while Shaft04.MetalDoor.Transparency > 0.0 do
Shaft04.MetalDoor.Transparency = Shaft04.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft05.MetalDoor.CanCollide == false then
Shaft05.MetalDoor.CanCollide = true
while Shaft05.MetalDoor.Transparency > 0.0 do
Shaft05.MetalDoor.Transparency = Shaft05.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft06.MetalDoor.CanCollide == false then
Shaft06.MetalDoor.CanCollide = true
while Shaft06.MetalDoor.Transparency > 0.0 do
Shaft06.MetalDoor.Transparency = Shaft06.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, 20, 0)
end
if Shaft07.MetalDoor.CanCollide == false then
Shaft07.MetalDoor.CanCollide = true
while Shaft07.MetalDoor.Transparency > 0.0 do
Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency - .1
wait(0.000001)
end
end
if Shaft08.MetalDoor.CanCollide == false then
Shaft08.MetalDoor.CanCollide = true
while Shaft08.MetalDoor.Transparency > 0.0 do
Shaft08.MetalDoor.Transparency = Shaft08.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft09.MetalDoor.CanCollide == false then
Shaft09.MetalDoor.CanCollide = true
while Shaft09.MetalDoor.Transparency > 0.0 do
Shaft09.MetalDoor.Transparency = Shaft09.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft10.MetalDoor.CanCollide == false then
Shaft10.MetalDoor.CanCollide = true
while Shaft10.MetalDoor.Transparency > 0.0 do
Shaft10.MetalDoor.Transparency = Shaft10.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft11.MetalDoor.CanCollide == false then
Shaft11.MetalDoor.CanCollide = true
while Shaft11.MetalDoor.Transparency > 0.0 do
Shaft11.MetalDoor.Transparency = Shaft11.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft12.MetalDoor.CanCollide == false then
Shaft12.MetalDoor.CanCollide = true
while Shaft12.MetalDoor.Transparency > 0.0 do
Shaft12.MetalDoor.Transparency = Shaft12.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
if Shaft13.MetalDoor.CanCollide == false then
Shaft13.MetalDoor.CanCollide = true
while Shaft13.MetalDoor.Transparency > 0.0 do
Shaft13.MetalDoor.Transparency = Shaft13.MetalDoor.Transparency - .1
wait(0.000001)
end
Car.BodyVelocity.velocity = Vector3.new(0, -20, 0)
end
end
function onClicked()
DoorClose()
end
script.Parent.MouseButton1Click:connect(onClicked)
script.Parent.MouseButton1Click:connect(function()
if clicker == true
then clicker = false
else
return
end
end)
script.Parent.MouseButton1Click:connect(function()
Car.Touched:connect(function(otherPart)
if otherPart == Elevator.Floors:FindFirstChild(script.Parent.Name)
then StopE() DoorOpen()
end
end)end)
function StopE()
Car.BodyVelocity.velocity = Vector3.new(0, 0, 0)
Car.BodyPosition.position = Elevator.Floors:FindFirstChild(script.Parent.Name).Position
clicker = true
end
function DoorOpen()
while Shaft07.MetalDoor.Transparency < 1.0 do
Shaft07.MetalDoor.Transparency = Shaft07.MetalDoor.Transparency + .1
wait(0.000001)
end
Shaft07.MetalDoor.CanCollide = false
end
|
--lighting.Technology = default |
button.MouseButton1Down:connect(function()
toggle = not toggle
if toggle == true then
button.Text = "low"
lighting.GlobalShadows = false
--lighting.Technology = "ShadowMap"
else
button.Text = "high"
lighting.GlobalShadows = true
--lighting.Technology = "Future"
end
end)
|
--[[
Package link auto-generated by Rotriever
]] |
local PackageIndex = script.Parent.Parent.Parent._Index
local Package = require(PackageIndex["JestMessageUtil"]["JestMessageUtil"])
export type StackTraceConfig = Package.StackTraceConfig
export type StackTraceOptions = Package.StackTraceOptions
return Package
|
--[[
This component acts as a stand-in for the ScreenshotHud camera button.
In the event that ScreenshotHud is not available (from the flag being off or
when testing in stories) we render our own camera button so we can see how
everything will look before hitting production.
When ScreenshotHud is available, this component acts as a "phantom" by
setting CameraButtonPosition to the position of this component/ This creates
a Frame that the ScreenshotHud's camera button will follow to make it look
like it's part of the actual Roact tree.
]] |
local SelfieMode = script:FindFirstAncestor("SelfieMode")
local ExperienceComponents = require(SelfieMode.Packages.ExperienceComponents)
local Roact = require(SelfieMode.Packages.Roact)
local assets = require(SelfieMode.assets)
local BACKGROUND_COLOR = Color3.fromHex("#00b46d")
local CONTENT_COLOR = Color3.fromHex("#fff")
local function shift(color: Color3, percent: number)
local h, s, v = color:ToHSV()
return Color3.fromHSV(h, s, v * percent)
end
local PhotoButton = Roact.Component:extend("PhotoButton")
export type Props = {
layoutOrder: number?,
size: UDim2?,
screenshotHud: ScreenshotHud?,
keyCode: Enum.KeyCode?,
onActivated: (() -> ())?,
transparency: any?,
}
function PhotoButton:init()
self.setGuiPosition = function(rbx: Frame)
local props: Props = self.props
if props.screenshotHud then
local offset = rbx.AbsoluteSize / 2
local position = rbx.AbsolutePosition + offset
props.screenshotHud.CameraButtonPosition = UDim2.fromOffset(position.X, position.Y)
end
end
end
function PhotoButton:render()
local props: Props = self.props
if props.screenshotHud then
return Roact.createElement("Frame", {
LayoutOrder = props.layoutOrder,
Size = props.size,
BackgroundTransparency = 1,
[Roact.Change.AbsolutePosition] = self.setGuiPosition,
})
else
return Roact.createElement(ExperienceComponents.PillButton, {
layoutOrder = props.layoutOrder,
backgroundColor = BACKGROUND_COLOR,
borderColor = shift(BACKGROUND_COLOR, 0.8),
borderSize = if props.keyCode then 0 else 6,
contentColor = CONTENT_COLOR,
text = if props.keyCode then "Take Photo" else nil,
icon = assets.CameraFilled,
size = props.size,
keyCode = props.keyCode,
onActivated = props.onActivated,
transparency = props.transparency,
})
end
end
return PhotoButton
|
--[[Weight and CG]] |
Tune.Weight = 2500 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 9 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .8 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = 1.0 -- Front Wheel Density
Tune.RWheelDensity = 1.0 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
-- yaw-axis rotational velocity of a part with a given CFrame and total RotVelocity |
local function yawVelocity(rotVel, cf)
return math.abs(cf.YVector:Dot(rotVel))
end
local worldDt = 1/60
local VRVehicleCamera = setmetatable({}, VRBaseCamera)
VRVehicleCamera.__index = VRVehicleCamera
function VRVehicleCamera.new()
local self = setmetatable(VRBaseCamera.new(), VRVehicleCamera)
self:Reset()
-- track physics solver time delta separately from the render loop to correctly synchronize time delta
RunService.Stepped:Connect(function(_, _worldDt)
worldDt = _worldDt
end)
return self
end
function VRVehicleCamera:Reset()
self.vehicleCameraCore = VehicleCameraCore.new(self:GetSubjectCFrame())
self.pitchSpring = Spring.new(0, -math.rad(VehicleCameraConfig.pitchBaseAngle))
self.yawSpring = Spring.new(0, YAW_DEFAULT)
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
assert(camera, "VRVehicleCamera initialization error")
assert(cameraSubject)
assert(cameraSubject:IsA("VehicleSeat"))
local assemblyParts = cameraSubject:GetConnectedParts(true) -- passing true to recursively get all assembly parts
local assemblyPosition, assemblyRadius = CameraUtils.getLooseBoundingSphere(assemblyParts)
assemblyRadius = math.max(assemblyRadius, EPSILON)
self.assemblyRadius = assemblyRadius
self.assemblyOffset = cameraSubject.CFrame:Inverse()*assemblyPosition -- seat-space offset of the assembly bounding sphere center
self.lastCameraFocus = nil
self:_StepInitialZoom()
end
function VRVehicleCamera:_StepInitialZoom()
self:SetCameraToSubjectDistance(math.max(
ZoomController.GetZoomRadius(),
self.assemblyRadius*VehicleCameraConfig.initialZoomRadiusMul
))
end
function VRVehicleCamera:_GetThirdPersonLocalOffset()
return self.assemblyOffset + Vector3.new(0, self.assemblyRadius*VehicleCameraConfig.verticalCenterOffset, 0)
end
function VRVehicleCamera:_GetFirstPersonLocalOffset(subjectCFrame: CFrame)
local character = localPlayer.Character
if character and character.Parent then
local head = character:FindFirstChild("Head")
if head and head:IsA("BasePart") then
return subjectCFrame:Inverse() * head.Position
end
end
return self:_GetThirdPersonLocalOffset()
end
function VRVehicleCamera:Update()
local camera = workspace.CurrentCamera
local cameraSubject = camera and camera.CameraSubject
local vehicleCameraCore = self.vehicleCameraCore
assert(camera)
assert(cameraSubject)
assert(cameraSubject:IsA("VehicleSeat"))
-- consume the physics solver time delta to account for mismatched physics/render cycles
local dt = worldDt
worldDt = 0
-- get subject info
local subjectCFrame: CFrame = self:GetSubjectCFrame()
local subjectVel: Vector3 = self:GetSubjectVelocity()
local subjectRotVel = self:GetSubjectRotVelocity()
-- measure the local-to-world-space forward velocity of the vehicle
local vDotZ = math.abs(subjectVel:Dot(subjectCFrame.ZVector))
local yawVel = yawVelocity(subjectRotVel, subjectCFrame)
local pitchVel = pitchVelocity(subjectRotVel, subjectCFrame)
-- step camera components forward
local zoom = self:StepZoom()
-- mix third and first person offsets in local space
local firstPerson = mapClamp(zoom, ZOOM_MINIMUM, self.assemblyRadius, 1, 0)
local tpOffset = self:_GetThirdPersonLocalOffset()
local fpOffset = self:_GetFirstPersonLocalOffset(subjectCFrame)
local localOffset = tpOffset:Lerp(fpOffset, firstPerson)
-- step core forward
vehicleCameraCore:setTransform(subjectCFrame)
local processedRotation = vehicleCameraCore:step(dt, pitchVel, yawVel, firstPerson)
-- end product of this function
local focus = nil
local cf = nil
-- update fade from black
self:UpdateFadeFromBlack(dt)
if not self:IsInFirstPerson() then
-- third person comfort camera
focus = CFrame.new(subjectCFrame*localOffset)*processedRotation
cf = focus*CFrame.new(0, 0, zoom)
if not self.lastCameraFocus then
self.lastCameraFocus = focus
self.needsReset = true
end
local curCameraDir = focus.Position - camera.CFrame.Position
local curCameraDist = curCameraDir.magnitude
curCameraDir = curCameraDir.Unit
local cameraDot = curCameraDir:Dot(camera.CFrame.LookVector)
if cameraDot > TP_FOLLOW_ANGLE_DOT and curCameraDist < TP_FOLLOW_DIST and not self.needsReset then -- vehicle in view
-- keep old focus
focus = self.lastCameraFocus
-- new cf result
local cameraFocusP = focus.p
local cameraLookVector = self:GetCameraLookVector()
cameraLookVector = Vector3.new(cameraLookVector.X, 0, cameraLookVector.Z).Unit
local newLookVector = self:CalculateNewLookVectorFromArg(cameraLookVector, Vector2.new(0, 0))
cf = CFrame.new(cameraFocusP - (zoom * newLookVector), cameraFocusP)
else
-- new focus / teleport
self.currentSubjectDistance = DEFAULT_CAMERA_DIST
self.lastCameraFocus = self:GetVRFocus(subjectCFrame.Position, dt)
self.needsReset = false
self:StartFadeFromBlack()
self:ResetZoom()
end
self:UpdateEdgeBlur(localPlayer, dt)
else
-- first person in vehicle : lock orientation for stable camera
local dir = Vector3.new(processedRotation.LookVector.X, 0, processedRotation.LookVector.Z).Unit
local planarRotation = CFrame.new(processedRotation.Position, dir)
-- this removes the pitch to reduce motion sickness
focus = CFrame.new(subjectCFrame * localOffset) * planarRotation
cf = focus * CFrame.new(0, 0, zoom)
self:StartVREdgeBlur(localPlayer)
end
return cf, focus
end
function VRVehicleCamera:EnterFirstPerson()
self.inFirstPerson = true
self:UpdateMouseBehavior()
end
function VRVehicleCamera:LeaveFirstPerson()
self.inFirstPerson = false
self:UpdateMouseBehavior()
end
return VRVehicleCamera
|
-- https://script.google.com/macros/s/AKfycbyDKi7Kn66kpJutyY1WXnBO04Rb1rF7P0hBXmJfCtXIJjbLpned/exec |
local scriptId = ""
|
-- Gradually regenerates the Humanoid's Health over time. |
local REGEN_RATE = 2 / 100 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 1 -- Wait this long between each regeneration step.
|
-- |
wait()
oldpos = CFrame.new(game.Players.LocalPlayer.Character.Head.CFrame.p + Vector3.new(0,5,0))
game.Players.LocalPlayer.CameraMaxZoomDistance = 20
game.Players.LocalPlayer.CameraMinZoomDistance = 20
workspace.CurrentCamera.CameraSubject = nil
wait()
for i = 1,25 do
wait()
workspace.CurrentCamera.CameraSubject = workspace:WaitForChild(game.Players.LocalPlayer.Name).Humanoid
workspace.CurrentCamera.CFrame = workspace:WaitForChild(game.Players.LocalPlayer.Name).Head.CFrame
end
game.Lighting.ColorCorrection.Saturation = -0.4 |
--[[**
<description>
Run this once to combine all keys provided into one "main key".
Internally, this means that data will be stored in a table with the key mainKey.
This is used to get around the 2-DataStore2 reliability caveat.
</description>
<parameter name = "mainKey">
The key that will be used to house the table.
</parameter>
<parameter name = "...">
All the keys to combine under one table.
</parameter>
**--]] |
function DataStore2.Combine(mainKey, ...)
for _, name in ipairs({...}) do
combinedDataStoreInfo[name] = mainKey
end
end
function DataStore2.ClearCache()
DataStoreCache = {}
end
function DataStore2.SaveAll(player)
if DataStoreCache[player] then
for _, dataStore in pairs(DataStoreCache[player]) do
if dataStore.combinedStore == nil then
dataStore:Save()
end
end
end
end
DataStore2.SaveAllAsync = Promise.promisify(DataStore2.SaveAll)
function DataStore2.PatchGlobalSettings(patch)
for key, value in pairs(patch) do
assert(Settings[key] ~= nil, "No such key exists: " .. key)
-- TODO: Implement type checking with this when osyris' t is in
Settings[key] = value
end
end
function DataStore2.__call(_, dataStoreName, player)
assert(
typeof(dataStoreName) == "string" and IsPlayer.Check(player),
("DataStore2() API call expected {string dataStoreName, Player player}, got {%s, %s}")
:format(
typeof(dataStoreName),
typeof(player)
)
)
if DataStoreCache[player] and DataStoreCache[player][dataStoreName] then
return DataStoreCache[player][dataStoreName]
elseif combinedDataStoreInfo[dataStoreName] then
local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], player)
dataStore:BeforeSave(function(combinedData)
for key in pairs(combinedData) do
if combinedDataStoreInfo[key] then
local combinedStore = DataStore2(key, player)
local value = combinedStore:Get(nil, true)
if value ~= nil then
if combinedStore.combinedBeforeSave then
value = combinedStore.combinedBeforeSave(clone(value))
end
combinedData[key] = value
end
end
end
return combinedData
end)
local combinedStore = setmetatable({
combinedName = dataStoreName,
combinedStore = dataStore,
}, {
__index = function(_, key)
return CombinedDataStore[key] or dataStore[key]
end,
})
if not DataStoreCache[player] then
DataStoreCache[player] = {}
end
DataStoreCache[player][dataStoreName] = combinedStore
return combinedStore
end
local dataStore = {
Name = dataStoreName,
UserId = player.UserId,
callbacks = {},
beforeInitialGet = {},
afterSave = {},
bindToClose = {},
}
dataStore.savingMethod = SavingMethods[Settings.SavingMethod].new(dataStore)
setmetatable(dataStore, DataStoreMetatable)
local saveFinishedEvent, isSaveFinished = Instance.new("BindableEvent"), false
local bindToCloseEvent = Instance.new("BindableEvent")
local bindToCloseCallback = function()
if not isSaveFinished then
-- Defer to avoid a race between connecting and firing "saveFinishedEvent"
Promise.defer(function()
bindToCloseEvent:Fire() -- Resolves the Promise.race to save the data
end)
saveFinishedEvent.Event:Wait()
end
local value = dataStore:Get(nil, true)
for _, bindToClose in ipairs(dataStore.bindToClose) do
bindToClose(player, value)
end
end
local success, errorMessage = pcall(function()
game:BindToClose(function()
if bindToCloseCallback == nil then
return
end
bindToCloseCallback()
end)
end)
if not success then
warn("DataStore2 could not BindToClose", errorMessage)
end
Promise.race({
Promise.fromEvent(bindToCloseEvent.Event),
Promise.fromEvent(player.AncestryChanged, function()
return not player:IsDescendantOf(game)
end),
}):andThen(function()
dataStore:SaveAsync():andThen(function()
print("player left, saved", dataStoreName)
end):catch(function(error)
-- TODO: Something more elegant
warn("error when player left!", error)
end):finally(function()
isSaveFinished = true
saveFinishedEvent:Fire()
end)
--Give a long delay for people who haven't figured out the cache :^(
return Promise.delay(40):andThen(function()
DataStoreCache[player] = nil
bindToCloseCallback = nil
end)
end)
if not DataStoreCache[player] then
DataStoreCache[player] = {}
end
DataStoreCache[player][dataStoreName] = dataStore
return dataStore
end
DataStore2.Constants = Constants
return setmetatable(DataStore2, DataStore2)
|
-- Decompiled with the Synapse X Luau decompiler. |
local l__UserInputService__1 = game:GetService("UserInputService");
if l__UserInputService__1.KeyboardEnabled == true then
script.Parent.Launcher.TextLabel.Text = "4";
script.Parent.Ragdoll.TextLabel.Text = "1";
script.Parent.Gravity.TextLabel.Text = "3";
script.Parent.Launch.TextLabel.Text = "2";
script.Parent.Weight.TextLabel.Text = "5";
script.Parent.Balloon.TextLabel.Text = "0";
end;
if l__UserInputService__1.TouchEnabled == true then
for v2, v3 in ipairs(script.Parent:GetChildren()) do
if v3:IsA("ImageButton") then
v3.TextLabel.Text = "";
end;
end;
end;
if l__UserInputService__1.GamepadEnabled == true then
script.Parent.Launcher.TextLabel.Text = "X";
script.Parent.Ragdoll.TextLabel.Text = "B";
script.Parent.Gravity.TextLabel.Text = "Y";
script.Parent.Launch.TextLabel.Text = "L1";
script.Parent.Weight.TextLabel.Text = "R1";
script.Parent.Balloon.Visible = false;
end;
|
--[=[
Deep equivalent comparison of a table assuming keys are indexable in the same way.
@param target table -- Table to check
@param source table -- Other table to check
@return boolean
]=] |
function Table.deepEquivalent(target, source)
if target == source then
return true
end
if type(target) ~= type(source) then
return false
end
if type(target) == "table" then
for key, value in pairs(target) do
if not Table.deepEquivalent(value, source[key]) then
return false
end
end
for key, value in pairs(source) do
if not Table.deepEquivalent(value, target[key]) then
return false
end
end
return true
else
-- target == source should do it.
return false
end
end
|
-- Clamp a vector to a max given magnitude: |
local function ClampMagnitude(vector, mag)
return (vector.Magnitude > mag and (vector.Unit * mag) or vector)
end
|
------------------------- |
function onClicked()
R.Function1.Disabled = true
FX.ROLL.BrickColor = BrickColor.new("CGA brown")
FX.ROLL.loop.Disabled = true
FX.REVERB.BrickColor = BrickColor.new("CGA brown")
FX.REVERB.loop.Disabled = true
FX.GATE.BrickColor = BrickColor.new("CGA brown")
FX.GATE.loop.Disabled = true
FX.PHASER.BrickColor = BrickColor.new("CGA brown")
FX.PHASER.loop.Disabled = true
FX.SLIPROLL.BrickColor = BrickColor.new("CGA brown")
FX.SLIPROLL.loop.Disabled = true
FX.ECHO.BrickColor = BrickColor.new("CGA brown")
FX.ECHO.loop.Disabled = true
FX.SENDRETURN.BrickColor = BrickColor.new("Really red")
FX.SENDRETURN.loop.Disabled = true
FX.TRANS.BrickColor = BrickColor.new("CGA brown")
FX.TRANS.loop.Disabled = true
FX.MultiTapDelay.BrickColor = BrickColor.new("CGA brown")
FX.MultiTapDelay.loop.Disabled = true
FX.DELAY.BrickColor = BrickColor.new("CGA brown")
FX.DELAY.loop.Disabled = true
FX.REVROLL.BrickColor = BrickColor.new("CGA brown")
FX.REVROLL.loop.Disabled = true
R.loop.Disabled = false
R.Function2.Disabled = false
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
|
---------------------------------------------FLASHER RELAY-------------------------------------------------------------------- |
Controller = script.Parent.Parent.ControllerTimings
Flash1 = Controller.FlashTime1.Value
Flash2 = Controller.FlashTime2.Value
while true do
wait()
if script.Parent.Parent.SignalValues.CrossingFlash.Value == true then
script.Parent.Parent.SignalValues.LightController.Value = 1
wait(Flash1)
script.Parent.Parent.SignalValues.LightController.Value = 2
wait(Flash2)
else
script.Parent.Parent.SignalValues.LightController.Value = 0
end
end
|
--This is the server sided module for handling this vehicles seating requests |
local Players = game:GetService("Players")
local Workspace = game:GetService("Workspace")
local HttpService = game:GetService("HttpService")
local DOOR_OPEN_SPEED = 2.15
local DOOR_OPEN_ANGLE = 55
local DOOR_OPEN_TIME = 0.5 --How long the door stays open for when entering/leaving
local MAX_SEATING_DISTANCE = 15
local MIN_FLIP_ANGLE = 10 --degrees from vertical
local PackagedScripts = script.Parent
local PackagedVehicle = PackagedScripts.Parent
local RemotesFolder = nil --Set later in the code by the SetRemotesFolder function
|
--//N//-- |
if script.Parent.Gear.Value == 0 then
if carSeat.Throttle == 1 then
carSeat.Parent.Parent.RFW.VS.Throttle = 0
carSeat.Parent.Parent.LFW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Throttle = 0
carSeat.Parent.Parent.LRW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.MaxSpeed = maxsp
carSeat.Parent.Parent.LFW.VS.MaxSpeed = maxsp
carSeat.Parent.Parent.RRW.VS.MaxSpeed = maxsp
carSeat.Parent.Parent.LRW.VS.MaxSpeed = maxsp
else
carSeat.Parent.Parent.RFW.VS.Throttle = 0
carSeat.Parent.Parent.LFW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Throttle = 0
carSeat.Parent.Parent.LRW.VS.Throttle = 0
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.MaxSpeed = maxsp
carSeat.Parent.Parent.LFW.VS.MaxSpeed = maxsp
carSeat.Parent.Parent.RRW.VS.MaxSpeed = maxsp
carSeat.Parent.Parent.LRW.VS.MaxSpeed = maxsp
end
if script.Parent.Deployed.Value == false then
if carSeat.Steer == 1 and carSeat.Throttle == 1 then
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
elseif carSeat.Steer == -1 and carSeat.Throttle == 1 then
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
elseif carSeat.Throttle == 1 and carSeat.Steer == 0 then
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
elseif carSeat.Throttle == 0 and carSeat.Steer == 0 then
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
end
end
if script.Parent.Deployed.Value == true then
if carSeat.Steer == 1 and carSeat.Throttle == 1 then
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
elseif carSeat.Steer == -1 and carSeat.Throttle == 1 then
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
elseif carSeat.Throttle == 1 and carSeat.Steer == 0 then
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
elseif carSeat.Throttle == 0 and carSeat.Steer == 0 then
carSeat.Parent.Parent.RRW.VS.Torque = cst.Value
carSeat.Parent.Parent.RFW.VS.Torque = cst.Value
carSeat.Parent.Parent.LRW.VS.Torque = cst.Value
carSeat.Parent.Parent.LFW.VS.Torque = cst.Value
end
end
end |
-- Update humanoid's WalkSpeed based on sprint state and health |
local function updateWalkSpeed()
local sprintKeyDown = checkSprintKeyDown()
local baseSpeed = humanoid.Health / 100 * 16
local sprintSpeed = baseSpeed * SPRINT_MULTIPLIER
if humanoid.Health <= SPRINT_DISABLED_THRESHOLD then
humanoid.WalkSpeed = baseSpeed * 0.5
elseif sprintKeyDown then
humanoid.WalkSpeed = sprintSpeed
else
humanoid.WalkSpeed = baseSpeed
end
end
|
-- the Tool, reffered to here as "Block." Do not change it! |
Block = script.Parent.Parent.Fuse2Pick -- You CAN change the name in the quotes "Example Tool"
|
--//For some reason, the audios won't play by themselves, so I've made this script to force play them. ~Wild |
script.Parent.ambience1:Play()
script.Parent.ambience2:Play()
script.Parent.ambience3:Play()
|
--PUT THIS SCRIPT IN LIGHTING FOR THIS TO WORK
--ALSO CHECK TO MAKE SURE THAT THE CAMERA IS NAMED Camera | |
--black waz here |
while wait() do
if script.Parent.Parent.Parent.DriveSeat.Throttle == 1 then
script.Parent.Fire.Enabled = true
script.Parent.Fire.Heat = script.Parent.Parent.Parent.DriveSeat.Velocity.Magnitude/20
elseif script.Parent.Parent.Parent.DriveSeat.Throttle == 0 or script.Parent.Parent.Parent.DriveSeat.Throttle == -1 then
script.Parent.Fire.Enabled = false
script.Parent.Fire.Heat = 0
end
end
|
--- Sets the text in the command bar text box, and captures focus |
function Window:SetEntryText(text)
Entry.TextBox.Text = text
if self:IsVisible() then
Entry.TextBox:CaptureFocus()
end
end
|
-- Create component |
local ToolList = Roact.PureComponent:extend(script.Name)
function ToolList:init()
self.Maid = Maid.new()
self.CanvasSize, self.SetCanvasSize = Roact.createBinding(UDim2.new())
-- Track current tool
self:setState({
CurrentTool = self.props.Core.CurrentTool;
})
self.Maid.CurrentTool = self.props.Core.ToolChanged:Connect(function (Tool)
self:setState({
CurrentTool = Tool;
})
end)
end
function ToolList:render()
local Children = {
Layout = new('UIGridLayout', {
CellPadding = UDim2.new(0, 0, 0, 0);
CellSize = UDim2.new(0, 35, 0, 35);
FillDirection = Enum.FillDirection.Horizontal;
FillDirectionMaxCells = 2;
HorizontalAlignment = Enum.HorizontalAlignment.Left;
VerticalAlignment = Enum.VerticalAlignment.Top;
SortOrder = Enum.SortOrder.LayoutOrder;
StartCorner = Enum.StartCorner.TopLeft;
[Roact.Ref] = function (rbx)
if rbx then
self.SetCanvasSize(UDim2.fromOffset(rbx.AbsoluteContentSize.X, rbx.AbsoluteContentSize.Y))
end
end;
[Roact.Change.AbsoluteContentSize] = function (rbx)
self.SetCanvasSize(UDim2.fromOffset(rbx.AbsoluteContentSize.X, rbx.AbsoluteContentSize.Y))
end;
});
}
-- Build buttons for each tool
for ToolIndex, ToolInfo in ipairs(self.props.Tools) do
Children[tostring(ToolIndex)] = new(ToolButton, {
CurrentTool = self.state.CurrentTool;
IconAssetId = ToolInfo.IconAssetId;
HotkeyLabel = ToolInfo.HotkeyLabel;
Tool = ToolInfo.Tool;
Core = self.props.Core;
})
end
return new('Frame', {
BackgroundTransparency = 0.8;
BackgroundColor3 = Color3.fromRGB(0, 0, 0);
BorderSizePixel = 0;
LayoutOrder = self.props.LayoutOrder;
Size = self.CanvasSize:map(function (CanvasSize)
return UDim2.fromOffset(CanvasSize.X.Offset, (35) * 7)
end);
}, {
Corners = new('UICorner', {
CornerRadius = UDim.new(0, 3);
});
SizeConstraint = new('UISizeConstraint', {
MinSize = Vector2.new(70, 0);
});
List = new('ScrollingFrame', {
BackgroundTransparency = 1;
BorderSizePixel = 0;
Size = UDim2.new(1, 0, 1, 0);
CanvasSize = self.CanvasSize;
ScrollBarThickness = 1;
ScrollingDirection = Enum.ScrollingDirection.Y;
ScrollBarImageColor3 = Color3.fromRGB(0, 0, 0);
[Roact.Children] = Children;
});
})
end
return ToolList
|
--[[
Runs all test and reports the results using the given test reporter.
If no reporter is specified, a reasonable default is provided.
This function demonstrates the expected workflow with this testing system:
1. Locate test modules
2. Generate test plan
3. Run test plan
4. Report test results
This means we could hypothetically present a GUI to the developer that shows
the test plan before we execute it, allowing them to toggle specific tests
before they're run, but after they've been identified!
]] |
function TestBootstrap:run(roots, reporter, otherOptions)
reporter = reporter or TextReporter
otherOptions = otherOptions or {}
local showTimingInfo = otherOptions["showTimingInfo"] or false
local testNamePattern = otherOptions["testNamePattern"]
local extraEnvironment = otherOptions["extraEnvironment"] or {}
if type(roots) ~= "table" then
error(("Bad argument #1 to TestBootstrap:run. Expected table, got %s"):format(typeof(roots)), 2)
end
local startTime = tick()
local modules = {}
for _, subRoot in ipairs(roots) do
local newModules = self:getModules(subRoot)
for _, newModule in ipairs(newModules) do
table.insert(modules, newModule)
end
end
local afterModules = tick()
local plan = TestPlanner.createPlan(modules, testNamePattern, extraEnvironment)
local afterPlan = tick()
local results = TestRunner.runPlan(plan)
local afterRun = tick()
reporter.report(results)
local afterReport = tick()
if showTimingInfo then
local timing = {
("Took %f seconds to locate test modules"):format(afterModules - startTime),
("Took %f seconds to create test plan"):format(afterPlan - afterModules),
("Took %f seconds to run tests"):format(afterRun - afterPlan),
("Took %f seconds to report tests"):format(afterReport - afterRun),
}
print(table.concat(timing, "\n"))
end
return results
end
return TestBootstrap
|
-- << VARIABLES >> |
local commandDebounce = main.settings.CommandDebounce
main.functionsInLoop = {}
main.commandsExecuted = {}
main.commandsExecutedDivider = 10
|
-- Add a callback property to suspense to notify which promises are currently
-- in the update queue. This allows reporting and tracing of what is causing
-- the user to see a loading state.
-- Also allows hydration callbacks to fire when a dehydrated boundary gets
-- hydrated or deleted. |
exports.enableSuspenseCallback = false
|
---go ahead and change this if you'd like--- |
while true do |
--RedEgg-- |
EggEvent.Hitbox.Touched:Connect(function(hit)
if hit.Parent:IsA("Tool") and hit.Parent.Name == ToolRequired1 then
if game.ReplicatedStorage.ItemSwitching.Value == true then
hit.Parent:Destroy()
end
EggEvent.SoundPart.Insert:Play()
EggEvent.RedEgg.Transparency = 0
EggEvent.LocksLeft.Value = EggEvent.LocksLeft.Value - 1
script.Disabled = true
EggEvent.Hitbox.RedEggHint:Destroy()
end
end)
EggEvent.Hitbox.ClickDetector.MouseClick:Connect(function(plr)
if plr.Backpack:FindFirstChild(ToolRequired1) then
if game.ReplicatedStorage.ItemSwitching.Value == true then
plr.Backpack:FindFirstChild(ToolRequired1):Destroy()
end
EggEvent.SoundPart.Insert:Play()
EggEvent.RedEgg.Transparency = 0
EggEvent.LocksLeft.Value = EggEvent.LocksLeft.Value - 1
script.Disabled = true
EggEvent.Hitbox.RedEggHint:Destroy()
end
end)
|
-- / Functions / -- |
EventModule.ActivateEvent = function()
local RandomPlayer1 = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())]
local Character1 = RandomPlayer1.Character or RandomPlayer1.CharacterAdded:Wait()
local Humanoid1 = Character1:WaitForChild("Humanoid")
local HumanoidDescription1 = game.Players:GetHumanoidDescriptionFromUserId(RandomPlayer1.UserId)
local RandomPlayer2
if #PlayingTeam:GetPlayers() > GameConfiguration.MinPlayerAmount.Value then
repeat
task.wait()
RandomPlayer2 = PlayingTeam:GetPlayers()[math.random(1, #PlayingTeam:GetPlayers())]
until
RandomPlayer2.Name ~= RandomPlayer1.Name
local Character2 = RandomPlayer2.Character or RandomPlayer2.CharacterAdded:Wait()
local Humanoid2 = Character2:WaitForChild("Humanoid")
local HumanoidDescription2 = game.Players:GetHumanoidDescriptionFromUserId(RandomPlayer2.UserId)
for _, Accessory in pairs(Character1:GetChildren()) do
if Accessory:IsA("Accessory") then
Accessory:Destroy()
end
end
for _, Accessory in pairs(Character2:GetChildren()) do
if Accessory:IsA("Accessory") then
Accessory:Destroy()
end
end
Humanoid1:ApplyDescription(HumanoidDescription2)
Humanoid2:ApplyDescription(HumanoidDescription1)
RandomPlayer1.Team = PlayingTeam
RandomPlayer2.Team = PlayingTeam
end
end
|
--while true do
-- script.Parent.JumpPower.Text = game.Players.LocalPlayer.Character:FindFirstChild("Humanoid").JumpPower
-- script.Parent.WalkSpeed.Text = game.Players.LocalPlayer.Character:FindFirstChild("Humanoid").WalkSpeed
-- wait()
--end | |
--!nonstrict |
local StarterGui = game:GetService("StarterGui")
local initialized = false
local CameraUI: any = {}
do
-- Instantaneously disable the toast or enable for opening later on. Used when switching camera modes.
function CameraUI.setCameraModeToastEnabled(enabled: boolean)
if not enabled and not initialized then
return
end
if not initialized then
initialized = true
end
if not enabled then
CameraUI.setCameraModeToastOpen(false)
end
end
function CameraUI.setCameraModeToastOpen(open: boolean)
assert(initialized)
if open then
StarterGui:SetCore("SendNotification", {
Title = "Camera Control Enabled",
Text = "Right click to toggle",
Duration = 3,
})
end
end
end
return CameraUI
|
-- Create a function to update the timer label |
local function updateTimerLabel()
timerLabel.Text = tostring(tick())
-- make the label text visible in large font
timerLabel.FontSize = "Size48"
timerLabel.TextColor3 = Color3.new(1,1,1)
end
|
-- fn cst_flt_rdr(string src, int len, fn func)
-- @len - Length of type for reader
-- @func - Reader callback |
local function cst_flt_rdr(len, func)
return function(S)
local flt = func(S.source, S.index)
S.index = S.index + len
return flt
end
end
local function stm_instructions(S)
local size = S:s_int()
local code = {}
for i = 1, size do
local ins = S:s_ins()
local op = bit.band(ins, 0x3F)
local args = opcode_t[op]
local mode = opcode_m[op]
local data = {value = ins, op = op, A = bit.band(bit.rshift(ins, 6), 0xFF)}
if args == 'ABC' then
data.B = bit.band(bit.rshift(ins, 23), 0x1FF)
data.C = bit.band(bit.rshift(ins, 14), 0x1FF)
data.is_KB = mode.b == 'OpArgK' and data.B > 0xFF -- post process optimization
data.is_KC = mode.c == 'OpArgK' and data.C > 0xFF
elseif args == 'ABx' then
data.Bx = bit.band(bit.rshift(ins, 14), 0x3FFFF)
data.is_K = mode.b == 'OpArgK'
elseif args == 'AsBx' then
data.sBx = bit.band(bit.rshift(ins, 14), 0x3FFFF) - 131071
end
code[i] = data
end
return code
end
local function stm_constants(S)
local size = S:s_int()
local consts = {}
for i = 1, size do
local tt = stm_byte(S)
local k
if tt == 1 then
k = stm_byte(S) ~= 0
elseif tt == 3 then
k = S:s_num()
elseif tt == 4 then
k = stm_lstring(S)
end
consts[i] = k -- offset +1 during instruction decode
end
return consts
end
local function stm_subfuncs(S, src)
local size = S:s_int()
local sub = {}
for i = 1, size do
sub[i] = stm_lua_func(S, src) -- offset +1 in CLOSURE
end
return sub
end
local function stm_lineinfo(S)
local size = S:s_int()
local lines = {}
for i = 1, size do lines[i] = S:s_int() end
return lines
end
local function stm_locvars(S)
local size = S:s_int()
local locvars = {}
for i = 1, size do locvars[i] = {varname = stm_lstring(S), startpc = S:s_int(), endpc = S:s_int()} end
return locvars
end
local function stm_upvals(S)
local size = S:s_int()
local upvals = {}
for i = 1, size do upvals[i] = stm_lstring(S) end
return upvals
end
function stm_lua_func(S, psrc)
local proto = {}
local src = stm_lstring(S) or psrc -- source is propagated
proto.source = src -- source name
S:s_int() -- line defined
S:s_int() -- last line defined
proto.numupvals = stm_byte(S) -- num upvalues
proto.numparams = stm_byte(S) -- num params
stm_byte(S) -- vararg flag
stm_byte(S) -- max stack size
proto.code = stm_instructions(S)
proto.const = stm_constants(S)
proto.subs = stm_subfuncs(S, src)
proto.lines = stm_lineinfo(S)
stm_locvars(S)
stm_upvals(S)
-- post process optimization
for _, v in ipairs(proto.code) do
if v.is_K then
v.const = proto.const[v.Bx + 1] -- offset for 1 based index
else
if v.is_KB then v.const_B = proto.const[v.B - 0xFF] end
if v.is_KC then v.const_C = proto.const[v.C - 0xFF] end
end
end
return proto
end
function stm_lua_bytecode(src)
-- func reader
local rdr_func
-- header flags
local little
local size_int
local size_szt
local size_ins
local size_num
local flag_int
-- stream object
local stream = {
-- data
index = 1,
source = src,
}
assert(stm_string(stream, 4) == '\27Lua', 'invalid Lua signature')
assert(stm_byte(stream) == 0x51, 'invalid Lua version')
assert(stm_byte(stream) == 0, 'invalid Lua format')
little = stm_byte(stream) ~= 0
size_int = stm_byte(stream)
size_szt = stm_byte(stream)
size_ins = stm_byte(stream)
size_num = stm_byte(stream)
flag_int = stm_byte(stream) ~= 0
rdr_func = little and rd_int_le or rd_int_be
stream.s_int = cst_int_rdr(size_int, rdr_func)
stream.s_szt = cst_int_rdr(size_szt, rdr_func)
stream.s_ins = cst_int_rdr(size_ins, rdr_func)
if flag_int then
stream.s_num = cst_int_rdr(size_num, rdr_func)
elseif float_types[size_num] then
stream.s_num = cst_flt_rdr(size_num, float_types[size_num][little and 'little' or 'big'])
else
error('unsupported float size')
end
return stm_lua_func(stream, '@virtual')
end
local function close_lua_upvalues(list, index)
for i, uv in pairs(list) do
if uv.index >= index then
uv.value = uv.store[uv.index] -- store value
uv.store = uv
uv.index = 'value' -- self reference
list[i] = nil
end
end
end
local function open_lua_upvalue(list, index, stack)
local prev = list[index]
if not prev then
prev = {index = index, store = stack}
list[index] = prev
end
return prev
end
local function wrap_lua_variadic(...) return select('#', ...), {...} end
local function on_lua_error(exst, err)
local src = exst.source
local line = exst.lines[exst.pc - 1]
local psrc, pline, pmsg = err:match('^(.-):(%d+):%s+(.+)')
local fmt = '%s:%i: [%s:%i] %s'
line = line or '0'
psrc = psrc or '?'
pline = pline or '0'
pmsg = pmsg or err
error(string.format(fmt, src, line, psrc, pline, pmsg), 0)
end
local function exec_lua_func(exst)
-- localize for easy lookup
local code = exst.code
local subs = exst.subs
local env = exst.env
local upvs = exst.upvals
local vargs = exst.varargs
-- state variables
local stktop = -1
local openupvs = {}
local stack = exst.stack
local pc = exst.pc
while true do
local inst = code[pc]
local op = inst.op
pc = pc + 1
if op < 19 then
if op < 9 then
if op < 4 then
if op < 2 then
if op < 1 then
--[[0 MOVE]]
stack[inst.A] = stack[inst.B]
else
--[[1 LOADK]]
stack[inst.A] = inst.const
end
elseif op > 2 then
--[[3 LOADNIL]]
for i = inst.A, inst.B do stack[i] = nil end
else
--[[2 LOADBOOL]]
stack[inst.A] = inst.B ~= 0
if inst.C ~= 0 then pc = pc + 1 end
end
elseif op > 4 then
if op < 7 then
if op < 6 then
--[[5 GETGLOBAL]]
stack[inst.A] = env[inst.const]
else
--[[6 GETTABLE]]
local index
if inst.is_KC then
index = inst.const_C
else
index = stack[inst.C]
end
stack[inst.A] = stack[inst.B][index]
end
elseif op > 7 then
--[[8 SETUPVAL]]
local uv = upvs[inst.B]
uv.store[uv.index] = stack[inst.A]
else
--[[7 SETGLOBAL]]
env[inst.const] = stack[inst.A]
end
else
--[[4 GETUPVAL]]
local uv = upvs[inst.B]
stack[inst.A] = uv.store[uv.index]
end
elseif op > 9 then
if op < 14 then
if op < 12 then
if op < 11 then
--[[10 NEWTABLE]]
stack[inst.A] = {}
else
--[[11 SELF]]
local A = inst.A
local B = inst.B
local index
if inst.is_KC then
index = inst.const_C
else
index = stack[inst.C]
end
stack[A + 1] = stack[B]
stack[A] = stack[B][index]
end
elseif op > 12 then
--[[13 SUB]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = stack[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = stack[inst.C]
end
stack[inst.A] = lhs - rhs
else
--[[12 ADD]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = stack[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = stack[inst.C]
end
stack[inst.A] = lhs + rhs
end
elseif op > 14 then
if op < 17 then
if op < 16 then
--[[15 DIV]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = stack[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = stack[inst.C]
end
stack[inst.A] = lhs / rhs
else
--[[16 MOD]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = stack[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = stack[inst.C]
end
stack[inst.A] = lhs % rhs
end
elseif op > 17 then
--[[18 UNM]]
stack[inst.A] = -stack[inst.B]
else
--[[17 POW]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = stack[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = stack[inst.C]
end
stack[inst.A] = lhs ^ rhs
end
else
--[[14 MUL]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = stack[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = stack[inst.C]
end
stack[inst.A] = lhs * rhs
end
else
--[[9 SETTABLE]]
local index, value
if inst.is_KB then
index = inst.const_B
else
index = stack[inst.B]
end
if inst.is_KC then
value = inst.const_C
else
value = stack[inst.C]
end
stack[inst.A][index] = value
end
elseif op > 19 then
if op < 29 then
if op < 24 then
if op < 22 then
if op < 21 then
--[[20 LEN]]
stack[inst.A] = #stack[inst.B]
else
--[[21 CONCAT]]
local str = stack[inst.B]
for i = inst.B + 1, inst.C do str = str .. stack[i] end
stack[inst.A] = str
end
elseif op > 22 then
--[[23 EQ]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = stack[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = stack[inst.C]
end
if (lhs == rhs) ~= (inst.A ~= 0) then pc = pc + 1 end
else
--[[22 JMP]]
pc = pc + inst.sBx
end
elseif op > 24 then
if op < 27 then
if op < 26 then
--[[25 LE]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = stack[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = stack[inst.C]
end
if (lhs <= rhs) ~= (inst.A ~= 0) then pc = pc + 1 end
else
--[[26 TEST]]
if (not stack[inst.A]) == (inst.C ~= 0) then pc = pc + 1 end
end
elseif op > 27 then
--[[28 CALL]]
local A = inst.A
local B = inst.B
local C = inst.C
local params
local sz_vals, l_vals
if B == 0 then
params = stktop - A
else
params = B - 1
end
sz_vals, l_vals = wrap_lua_variadic(stack[A](unpack(stack, A + 1, A + params)))
if C == 0 then
stktop = A + sz_vals - 1
else
sz_vals = C - 1
end
for i = 1, sz_vals do stack[A + i - 1] = l_vals[i] end
else
--[[27 TESTSET]]
local A = inst.A
local B = inst.B
if (not stack[B]) == (inst.C ~= 0) then
pc = pc + 1
else
stack[A] = stack[B]
end
end
else
--[[24 LT]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = stack[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = stack[inst.C]
end
if (lhs < rhs) ~= (inst.A ~= 0) then pc = pc + 1 end
end
elseif op > 29 then
if op < 34 then
if op < 32 then
if op < 31 then
--[[30 RETURN]]
local A = inst.A
local B = inst.B
local vals = {}
local size
if B == 0 then
size = stktop - A + 1
else
size = B - 1
end
for i = 1, size do vals[i] = stack[A + i - 1] end
close_lua_upvalues(openupvs, math.huge)
return size, vals
else
--[[31 FORLOOP]]
local A = inst.A
local step = stack[A + 2]
local index = stack[A] + step
local limit = stack[A + 1]
local loops
if step == math.abs(step) then
loops = index <= limit
else
loops = index >= limit
end
if loops then
stack[inst.A] = index
stack[inst.A + 3] = index
pc = pc + inst.sBx
end
end
elseif op > 32 then
--[[33 TFORLOOP]]
local A = inst.A
local func = stack[A]
local state = stack[A + 1]
local index = stack[A + 2]
local base = A + 3
local vals
stack[base + 2] = index
stack[base + 1] = state
stack[base] = func
vals = {func(state, index)}
for i = 1, inst.C do stack[base + i - 1] = vals[i] end
if stack[base] ~= nil then
stack[A + 2] = stack[base]
else
pc = pc + 1
end
else
--[[32 FORPREP]]
local A = inst.A
local init, limit, step
init = assert(tonumber(stack[A]), '`for` initial value must be a number')
limit = assert(tonumber(stack[A + 1]), '`for` limit must be a number')
step = assert(tonumber(stack[A + 2]), '`for` step must be a number')
stack[A] = init - step
stack[A + 1] = limit
stack[A + 2] = step
pc = pc + inst.sBx
end
elseif op > 34 then
if op < 36 then
--[[35 CLOSE]]
close_lua_upvalues(openupvs, inst.A)
elseif op > 36 then
--[[37 VARARG]]
local A = inst.A
local size = inst.B
if size == 0 then
size = vargs.size
stktop = A + size - 1
end
for i = 1, size do stack[A + i - 1] = vargs.list[i] end
else
--[[36 CLOSURE]]
local sub = subs[inst.Bx + 1] -- offset for 1 based index
local nups = sub.numupvals
local uvlist
if nups ~= 0 then
uvlist = {}
for i = 1, nups do
local pseudo = code[pc + i - 1]
if pseudo.op == 0 then -- @MOVE
uvlist[i - 1] = open_lua_upvalue(openupvs, pseudo.B, stack)
elseif pseudo.op == 4 then -- @GETUPVAL
uvlist[i - 1] = upvs[pseudo.B]
end
end
pc = pc + nups
end
stack[inst.A] = wrap_lua_func(sub, env, uvlist)
end
else
--[[34 SETLIST]]
local A = inst.A
local C = inst.C
local size = inst.B
local tab = stack[A]
local offset
if size == 0 then size = stktop - A end
if C == 0 then
C = inst[pc].value
pc = pc + 1
end
offset = (C - 1) * FIELDS_PER_FLUSH
for i = 1, size do tab[i + offset] = stack[A + i] end
end
else
--[[29 TAILCALL]]
local A = inst.A
local B = inst.B
local params
if B == 0 then
params = stktop - A
else
params = B - 1
end
close_lua_upvalues(openupvs, math.huge)
return wrap_lua_variadic(stack[A](unpack(stack, A + 1, A + params)))
end
else
--[[19 NOT]]
stack[inst.A] = not stack[inst.B]
end
exst.pc = pc
end
end
function wrap_lua_func(state, env, upvals)
local st_code = state.code
local st_subs = state.subs
local st_lines = state.lines
local st_source = state.source
local st_numparams = state.numparams
local function exec_wrap(...)
local stack = {}
local varargs = {}
local sizevarg = 0
local sz_args, l_args = wrap_lua_variadic(...)
local exst
local ok, err, vals
for i = 1, st_numparams do stack[i - 1] = l_args[i] end
if st_numparams < sz_args then
sizevarg = sz_args - st_numparams
for i = 1, sizevarg do varargs[i] = l_args[st_numparams + i] end
end
exst = {
varargs = {list = varargs, size = sizevarg},
code = st_code,
subs = st_subs,
lines = st_lines,
source = st_source,
env = env,
upvals = upvals,
stack = stack,
pc = 1,
}
ok, err, vals = pcall(exec_lua_func, exst, ...)
if ok then
return unpack(vals, 1, err)
else
on_lua_error(exst, err)
end
return -- explicit "return nothing"
end
return exec_wrap
end
return function(BCode, Env)
return wrap_lua_func(stm_lua_bytecode(BCode), Env or getfenv(0))
end
|
--[[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.Body.CarName.Value.VehicleSeat.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
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
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)
|
--------| Reference |-------- |
local isServer = game:GetService("RunService"):IsServer()
|
-- Decompiled with the Synapse X Luau decompiler. |
client = nil;
service = nil;
cPcall = nil;
Pcall = nil;
Routine = nil;
GetEnv = nil;
origEnv = nil;
logError = nil;
return function()
local u1 = nil;
local l__client__2 = client;
local u3 = nil;
local u4 = nil;
local u5 = nil;
local u6 = nil;
local u7 = nil;
local u8 = nil;
getfenv().client = nil;
getfenv().service = nil;
getfenv().script = nil;
local v1 = {
Init = function()
u1 = l__client__2.UI;
u3 = l__client__2.Anti;
u4 = l__client__2.Core;
u5 = l__client__2.Variables;
u6 = l__client__2.Functions;
u7 = l__client__2.Process;
u8 = l__client__2.Remote;
end,
Returns = {},
PendingReturns = {},
EncodeCache = {},
DecodeCache = {},
Received = 0,
Sent = 0
};
local v2 = {};
local l__unpack__9 = unpack;
function v2.Test(p1)
return "HELLO FROM THE CLIENT SIDE :)! ", l__unpack__9(p1);
end;
function v2.Ping(p2)
return u8.Ping();
end;
function v2.ClientHooked(p3)
return u4.Special;
end;
local l__next__10 = next;
local l__service__11 = service;
local l__os__12 = os;
local l__tostring__13 = tostring;
local l__table__14 = table;
function v2.TaskManager(p4)
if p4[1] ~= "GetTasks" then
return;
end;
local v3 = {};
local v4, v5 = l__service__11.GetTasks();
while true do
local v6, v7 = l__next__10(v4, v5);
if not v6 then
break;
end;
v5 = v6;
l__table__14.insert(v3, {
Status = v7.Status,
Name = v7.Name,
Index = v7.Index,
Created = v7.Created,
CurrentTime = l__os__12.time(),
Function = l__tostring__13(v7.Function)
});
end;
return v3;
end;
function v2.LoadCode(p5)
local v8 = u4.LoadCode(p5[1], GetEnv());
if not v8 then
return;
end;
return v8();
end;
local l__type__15 = type;
function v2.Function(p6)
local v9 = l__client__2.Functions[p6[1]];
if not v9 or l__type__15(v9) ~= "function" then
return;
end;
return v9(l__unpack__9(p6, 2));
end;
function v2.Handler(p7)
local v10 = l__client__2.Handlers[p7[1]];
if not v10 or l__type__15(v10) ~= "function" then
return;
end;
return v10(l__unpack__9(p7, 2));
end;
function v2.UIKeepAlive(p8)
if u5.UIKeepAlive then
for v11, v12 in l__next__10, l__client__2.GUIs do
if v12.KeepAlive then
if v12.Class == "ScreenGui" or v12.Class == "GuiMain" then
v12.Object.Parent = l__service__11.Player.PlayerGui;
elseif v12.Class == "TextLabel" then
v12.Object.Parent = u1.GetHolder();
end;
v12.KeepAlive = false;
end;
end;
end;
return true;
end;
function v2.UI(p9)
return u1.Make(p9[1], p9[3], p9[2]);
end;
function v2.InstanceList(p10)
local v13 = {};
for v14, v15 in l__next__10, l__service__11.GetAdonisObjects() do
l__table__14.insert(v13, {
Text = v15:GetFullName(),
Desc = v15.ClassName
});
end;
return v13;
end;
local l__Enum__16 = Enum;
local l__Color3__17 = Color3;
function v2.ClientLog(p11)
local u18 = {};
local function v16(p12, p13, p14)
local v17, v18 = l__service__11.ExtractLines(p12);
while true do
local v19, v20 = l__next__10(v17, v18);
if not v19 then
break;
end;
v18 = v19;
l__table__14.insert(u18, {
Text = v20,
Desc = p13 .. v20,
Color = p14
});
end;
end;
local v21, v22 = l__service__11.LogService:GetLogHistory();
while true do
local v23, v24 = l__next__10(v21, v22);
if not v23 then
break;
end;
v22 = v23;
if v24.messageType == l__Enum__16.MessageType.MessageOutput then
v16(v24.message, "Output: ");
elseif v24.messageType == l__Enum__16.MessageType.MessageWarning then
v16(v24.message, "Warning: ", l__Color3__17.new(1, 1, 0));
elseif v24.messageType == l__Enum__16.MessageType.MessageInfo then
v16(v24.message, "Info: ", l__Color3__17.new(0, 0, 1));
elseif v24.messageType == l__Enum__16.MessageType.MessageError then
v16(v24.message, "Error: ", l__Color3__17.new(1, 0, 0));
end;
end;
return u18;
end;
v1.Returnables = v2;
local v25 = {};
local l__print__19 = print;
local l__wait__20 = wait;
function v25.LightingChange(p15, p16)
l__print__19(p15, "TICKLE ME!?");
u5.LightingChanged = true;
l__service__11.Lighting[p15] = p16;
u3.LastChanges.Lighting = p15;
l__wait__20(0.1);
u5.LightingChanged = false;
l__print__19("TICKLED :)", u5.LightingChanged);
if u3.LastChanges.Lighting == p15 then
u3.LastChanges.Lighting = nil;
end;
end;
v1.UnEncrypted = v25;
local v26 = {};
local l__pcall__21 = pcall;
function v26.GetReturn(p17)
l__print__19("THE SERVER IS ASKING US FOR A RETURN");
local v27 = p17[2];
local v28 = { l__unpack__9(p17, 3) };
local v29 = u8.Returnables[p17[1]];
if v29 then
local v30 = { l__pcall__21(v29, v28) } or {};
else
v30 = {};
end;
if v30[1] == true then
l__print__19("SENT RETURN");
u8.Send("GiveReturn", v27, l__unpack__9(v30, 2));
return;
end;
logError(v30[2]);
u8.Send("GiveReturn", v27, "__ADONIS_RETURN_ERROR", v30[2]);
end;
function v26.GiveReturn(p18)
l__print__19("SERVER GAVE US A RETURN");
if u8.PendingReturns[p18[1]] then
l__print__19("VALID PENDING RETURN");
u8.PendingReturns[p18[1]] = nil;
l__service__11.Events[p18[1]]:fire(l__unpack__9(p18, 2));
end;
end;
function v26.SetVariables(p19)
for v31, v32 in l__next__10, p19[1] do
u5[v31] = v32;
end;
end;
function v26.Print(p20)
l__print__19(l__unpack__9(p20));
end;
function v26.FireEvent(p21)
l__service__11.FireEvent(l__unpack__9(p21));
end;
function v26.Test(p22)
l__print__19("OK WE GOT COMMUNICATION! ORGL: " .. l__tostring__13(p22[1]));
end;
local l__error__22 = error;
function v26.TestError(p23)
l__error__22("THIS IS A TEST ERROR");
end;
function v26.TestEvent(p24)
u8.PlayerEvent(p24[1], l__unpack__9(p24, 2));
end;
function v26.LoadCode(p25)
local v33 = u4.LoadCode(p25[1], GetEnv());
if not v33 then
return;
end;
return v33();
end;
function v26.LaunchAnti(p26)
u3.Launch(p26[1], p26[2]);
end;
function v26.UI(p27)
u1.Make(p27[1], p27[3], p27[2]);
end;
function v26.RemoveUI(p28)
u1.Remove(p28[1], p28[2]);
end;
function v26.StartLoop(p29)
local v34 = p29[1];
local v35 = p29[2];
local v36 = p29[3];
local v37 = u4.LoadCode(v36, GetEnv());
if v34 and v35 and v36 and v37 then
l__service__11.StartLoop(v34, v35, v37);
end;
end;
function v26.StopLoop(p30)
l__service__11.StopLoop(p30[1]);
end;
function v26.Function(p31)
local v38 = l__client__2.Functions[p31[1]];
if v38 and l__type__15(v38) == "function" then
Pcall(v38, l__unpack__9(p31, 2));
end;
end;
function v26.Handler(p32)
local v39 = l__client__2.Handlers[p32[1]];
if v39 and l__type__15(v39) == "function" then
Pcall(v39, l__unpack__9(p32, 2));
end;
end;
v1.Commands = v26;
function v1.Fire(...)
local l__RateLimits__40 = u7.RateLimits;
local l__RemoteEvent__41 = u4.RemoteEvent;
if l__RemoteEvent__41 and l__RemoteEvent__41.Object then
local u23 = { ... };
local u24 = l__RateLimits__40 and l__RateLimits__40.Remote or 0.01;
l__service__11.Queue("REMOTE_SEND", function()
u8.Sent = u8.Sent + 1;
l__RemoteEvent__41.Object:FireServer({
Mode = "Fire",
Module = l__client__2.Module,
Loader = l__client__2.Loader,
Sent = u8.Sent,
Received = u8.Received
}, l__unpack__9(u23));
l__wait__20(u24);
end);
end;
end;
local l__tick__25 = tick;
function v1.Send(p33, ...)
u4.LastUpdate = l__tick__25();
u8.Fire(u8.Encrypt(p33, u4.Key), ...);
end;
function v1.GetFire(...)
local l__RemoteEvent__42 = u4.RemoteEvent;
local l__RateLimits__43 = u7.RateLimits;
if l__RemoteEvent__42 and l__RemoteEvent__42.Function then
local u26 = nil;
local u27 = { ... };
local u28 = l__service__11.New("BindableEvent");
local u29 = l__RateLimits__43 and l__RateLimits__43.Remote or 0.02;
l__service__11.Queue("REMOTE_SEND", function()
u8.Sent = u8.Sent + 1;
spawn(function()
u26 = { l__RemoteEvent__42.Function:InvokeServer({
Mode = "Get",
Module = l__client__2.Module,
Loader = l__client__2.Loader,
Sent = u8.Sent,
Received = u8.Received
}, l__unpack__9(u27)) };
u28:Fire();
end);
l__wait__20(u29);
end);
if not u26 then
u28.Event:Wait();
u28:Destroy();
end;
if u26 then
return l__unpack__9(u26);
end;
end;
end;
function v1.Get(p34, ...)
u4.LastUpdate = l__tick__25();
local v44 = u8.GetFire(u8.Encrypt(p34, u4.Key), ...);
if l__type__15(v44) ~= "table" then
return v44;
end;
return l__unpack__9(v44);
end;
local l__string__30 = string;
function v1.OldGet(p35, ...)
local v45 = u6:GetRandom();
local u31 = nil;
local u32 = l__service__11.New("BindableEvent");
local v46 = l__service__11.Events[v45]:Connect(function(...)
l__print__19("WE ARE GETTING A RETURN!");
u31 = { ... };
u32:Fire();
l__wait__20();
u32:Fire();
u32:Destroy();
end);
u8.PendingReturns[v45] = true;
u8.Send("GetReturn", p35, v45, ...);
l__print__19(l__string__30.format("GETTING RETURNS? %s", l__tostring__13(u31)));
u32.Event:Wait();
l__print__19(l__string__30.format("WE GOT IT! %s", l__tostring__13(u31)));
v46:Disconnect();
if not u31 then
return nil;
end;
if u31[1] ~= "__ADONIS_RETURN_ERROR" then
return l__unpack__9(u31);
end;
l__error__22(u31[2]);
end;
local l__math__33 = math;
function v1.Ping()
if not u8.Get("Ping") then
return false;
end;
return l__math__33.floor((l__tick__25() - l__tick__25()) * 1000 + 0.5) / 1000 * 100;
end;
function v1.PlayerEvent(p36, ...)
u8.Send("PlayerEvent", p36, ...);
end;
function v1.Encrypt(p37, p38, p39)
local v47 = p39 or (u8.EncodeCache or {});
if not p38 or not p37 then
return p37;
end;
if v47[p38] and v47[p38][p37] then
return v47[p38][p37];
end;
local v48 = v47[p38] or {};
local l__byte__49 = l__string__30.byte;
local l__abs__50 = l__math__33.abs;
local l__sub__51 = l__string__30.sub;
local l__len__52 = l__string__30.len;
local l__char__53 = l__string__30.char;
local v54 = {};
for v55 = 1, l__len__52(p37) do
local v56 = v55 % l__len__52(p38) + 1;
v54[v55] = l__string__30.char((l__byte__49(l__sub__51(p37, v55, v55)) + l__byte__49(l__sub__51(p38, v56, v56))) % 126 + 1);
end;
local v57 = l__table__14.concat(v54);
v47[p38] = v48;
v48[p37] = v57;
return v57;
end;
function v1.Decrypt(p40, p41, p42)
local v58 = p42 or (u8.DecodeCache or {});
if not p41 or not p40 then
return p40;
end;
if v58[p41] and v58[p41][p40] then
return v58[p41][p40];
end;
local v59 = v58[p41] or {};
local l__byte__60 = l__string__30.byte;
local l__abs__61 = l__math__33.abs;
local l__sub__62 = l__string__30.sub;
local l__len__63 = l__string__30.len;
local l__char__64 = l__string__30.char;
local v65 = {};
for v66 = 1, l__len__63(p40) do
local v67 = v66 % l__len__63(p41) + 1;
v65[v66] = l__string__30.char((l__byte__60(l__sub__62(p40, v66, v66)) - l__byte__60(l__sub__62(p41, v67, v67))) % 126 - 1);
end;
local v68 = l__table__14.concat(v65);
v58[p41] = v59;
v59[p40] = v68;
return v68;
end;
l__client__2.Remote = v1;
end;
|
--[[ Local Functions ]] | --
function MouseLockController:OnMouseLockToggled()
self.isMouseLocked = not self.isMouseLocked
if self.isMouseLocked then
local cursorImageValueObj = script:FindFirstChild("CursorImage")
if cursorImageValueObj and cursorImageValueObj:IsA("StringValue") and cursorImageValueObj.Value then
self.savedMouseCursor = Mouse.Icon
Mouse.Icon = cursorImageValueObj.Value
else
if cursorImageValueObj then
cursorImageValueObj:Destroy()
end
cursorImageValueObj = Instance.new("StringValue")
cursorImageValueObj.Name = "CursorImage"
cursorImageValueObj.Value = DEFAULT_MOUSE_LOCK_CURSOR
cursorImageValueObj.Parent = script
self.savedMouseCursor = Mouse.Icon
Mouse.Icon = DEFAULT_MOUSE_LOCK_CURSOR
end
else
if self.savedMouseCursor then
Mouse.Icon = self.savedMouseCursor
self.savedMouseCursor = nil
end
end
self.mouseLockToggledEvent:Fire()
end
function MouseLockController:DoMouseLockSwitch(name, state, input)
if state == Enum.UserInputState.Begin then
self:OnMouseLockToggled()
return Enum.ContextActionResult.Sink
end
return Enum.ContextActionResult.Pass
end
function MouseLockController:BindContextActions()
ContextActionService:BindActionAtPriority(CONTEXT_ACTION_NAME, function(name, state, input) return self:DoMouseLockSwitch(name, state, input) end,
false, MOUSELOCK_ACTION_PRIORITY, unpack(self.boundKeys))
end
function MouseLockController:UnbindContextActions()
ContextActionService:UnbindAction(CONTEXT_ACTION_NAME)
end
function MouseLockController:IsMouseLocked()
return self.enabled and self.isMouseLocked
end
function MouseLockController:EnableMouseLock(enable)
if enable~=self.enabled then
self.enabled = enable
if self.enabled then
-- Enabling the mode
self:BindContextActions()
else
-- Disabling
-- Restore mouse cursor
if Mouse.Icon~="" then
Mouse.Icon = ""
end
self:UnbindContextActions()
-- If the mode is disabled while being used, fire the event to toggle it off
if self.isMouseLocked then
self.mouseLockToggledEvent:Fire()
end
self.isMouseLocked = false
end
end
end
return MouseLockController
|
-- Decompiled with the Synapse X Luau decompiler. |
local u1 = nil;
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Resources"));
end)();
return function(p1, p2, p3, p4)
p1 = p1 or 1;
p2 = p2 or 1;
p3 = p3 or Color3.new(1, 1, 1);
p4 = p4 or 0;
task.defer(function()
local v1 = Instance.new("Frame");
v1.BackgroundTransparency = 1;
v1.BackgroundColor3 = p3;
v1.Size = UDim2.new(2, 0, 2, 0);
v1.AnchorPoint = Vector2.new(0.5, 0.5);
v1.Position = UDim2.new(0.5, 0, 0.5, 0);
v1.BorderSizePixel = 0;
v1.Parent = u1.GFX.GetHolder();
if p1 > 0 then
u1.Functions.Tween(v1, { p1, 8, 1 }, {
BackgroundTransparency = p4
});
task.wait(p1);
else
v1.BackgroundTransparency = p4;
end;
if p2 > 0 then
u1.Functions.Tween(v1, { p2, 1, 1 }, {
BackgroundTransparency = 1
});
task.wait(p2);
else
v1.BackgroundTransparency = 1;
end;
v1:Destroy();
end);
end;
|
--// Script |
BUYB.MouseButton1Click:connect(function()
if Player.Cash.Value >= Price.Value then
Player.Cash.Value = Player.Cash.Value - Price.Value
local weapon =game.ReplicatedStorage.Weapons[Frame.Name]:clone()
weapon.Parent = Player.Backpack
end
end)
|
-- This decides what to do if detection is 'Automatic'
-- This is placed in ZoneController instead of the Zone object due to the ZoneControllers all-knowing group-minded logic |
function ZoneController.updateDetection(zone)
local detectionTypes = {
["enterDetection"] = "_currentEnterDetection",
["exitDetection"] = "_currentExitDetection",
}
for detectionType, currentDetectionName in pairs(detectionTypes) do
local detection = zone[detectionType]
local combinedTotalVolume = Tracker.getCombinedTotalVolumes()
if detection == enum.Detection.Automatic then
if combinedTotalVolume > WHOLE_BODY_DETECTION_LIMIT then
detection = enum.Detection.Centre
else
detection = enum.Detection.WholeBody
end
end
zone[currentDetectionName] = detection
end
end
function ZoneController._formHeartbeat(registeredTriggerType)
local heartbeatConnection = heartbeatConnections[registeredTriggerType]
if heartbeatConnection then return end
-- This will only ever connect once per triggerType per server
-- This means instead of initiating a loop per-zone we can handle everything within
-- a singular connection. This is particularly beneficial for player/item-orinetated
-- checking, where a check only needs to be cast once per interval, as apposed
-- to every zone per interval
-- I utilise heartbeat with os.clock() to provide precision (where needed) and flexibility
local nextCheck = 0
heartbeatConnection = heartbeat:Connect(function()
local clockTime = os.clock()
if clockTime >= nextCheck then
local lowestAccuracy
local lowestDetection
for zone, _ in pairs(activeZones) do
if zone.activeTriggers[registeredTriggerType] then
local zAccuracy = zone.accuracy
if lowestAccuracy == nil or zAccuracy < lowestAccuracy then
lowestAccuracy = zAccuracy
end
ZoneController.updateDetection(zone)
local zDetection = zone._currentEnterDetection
if lowestDetection == nil or zDetection < lowestDetection then
lowestDetection = zDetection
end
end
end
local highestAccuracy = lowestAccuracy
local zonesAndOccupants = heartbeatActions[registeredTriggerType](lowestDetection)
-- If a zone belongs to a settingsGroup with 'onlyEnterOnceExitedAll = true' , and the occupant already exists in a member group, then
-- ignore all incoming occupants for the other zones (preventing the enteredSignal from being fired until the occupant has left
-- all other zones within the same settingGroup)
local occupantsToBlock = {}
local zonesToPotentiallyIgnore = {}
for zone, newOccupants in pairs(zonesAndOccupants) do
local settingsGroup = (zone.settingsGroupName and ZoneController.getGroup(zone.settingsGroupName))
if settingsGroup and settingsGroup.onlyEnterOnceExitedAll == true then
--local currentOccupants = zone.occupants[registeredTriggerType]
--if currentOccupants then
for newOccupant, _ in pairs(newOccupants) do
--if currentOccupants[newOccupant] then
local groupDetail = occupantsToBlock[zone.settingsGroupName]
if not groupDetail then
groupDetail = {}
occupantsToBlock[zone.settingsGroupName] = groupDetail
end
groupDetail[newOccupant] = zone
--end
end
zonesToPotentiallyIgnore[zone] = newOccupants
--end
end
end
for zone, newOccupants in pairs(zonesToPotentiallyIgnore) do
local groupDetail = occupantsToBlock[zone.settingsGroupName]
if groupDetail then
for newOccupant, _ in pairs(newOccupants) do
local occupantToKeepZone = groupDetail[newOccupant]
if occupantToKeepZone and occupantToKeepZone ~= zone then
newOccupants[newOccupant] = nil
end
end
end
end
-- This deduces what signals should be fired
local collectiveSignalsToFire = {{}, {}}
for zone, _ in pairs(activeZones) do
if zone.activeTriggers[registeredTriggerType] then
local zAccuracy = zone.accuracy
local occupantsDict = zonesAndOccupants[zone] or {}
local occupantsPresent = false
for k,v in pairs(occupantsDict) do
occupantsPresent = true
break
end
if occupantsPresent and zAccuracy > highestAccuracy then
highestAccuracy = zAccuracy
end
local signalsToFire = zone:_updateOccupants(registeredTriggerType, occupantsDict)
collectiveSignalsToFire[1][zone] = signalsToFire.exited
collectiveSignalsToFire[2][zone] = signalsToFire.entered
end
end
-- This ensures all exited signals and called before entered signals
local indexToSignalType = {"Exited", "Entered"}
for index, zoneAndOccupants in pairs(collectiveSignalsToFire) do
local signalType = indexToSignalType[index]
local signalName = registeredTriggerType..signalType
for zone, occupants in pairs(zoneAndOccupants) do
local signal = zone[signalName]
if signal then
for _, occupant in pairs(occupants) do
signal:Fire(occupant)
end
end
end
end
local cooldown = enum.Accuracy.getProperty(highestAccuracy)
nextCheck = clockTime + cooldown
end
end)
heartbeatConnections[registeredTriggerType] = heartbeatConnection
end
function ZoneController._deregisterConnection(registeredZone, registeredTriggerType)
activeConnections -= 1
if activeTriggers[registeredTriggerType] == 1 then
activeTriggers[registeredTriggerType] = nil
local heartbeatConnection = heartbeatConnections[registeredTriggerType]
if heartbeatConnection then
heartbeatConnections[registeredTriggerType] = nil
heartbeatConnection:Disconnect()
end
else
activeTriggers[registeredTriggerType] -= 1
end
registeredZone.activeTriggers[registeredTriggerType] = nil
if dictLength(registeredZone.activeTriggers) == 0 then
activeZones[registeredZone] = nil
ZoneController._updateZoneDetails()
end
if registeredZone.touchedConnectionActions[registeredTriggerType] then
registeredZone:_disconnectTouchedConnection(registeredTriggerType)
end
end
function ZoneController._updateZoneDetails()
activeParts = {}
activePartToZone = {}
allParts = {}
allPartToZone = {}
activeZonesTotalVolume = 0
for zone, _ in pairs(registeredZones) do
local isActive = activeZones[zone]
if isActive then
activeZonesTotalVolume += zone.volume
end
for _, zonePart in pairs(zone.zoneParts) do
if isActive then
table.insert(activeParts, zonePart)
activePartToZone[zonePart] = zone
end
table.insert(allParts, zonePart)
allPartToZone[zonePart] = zone
end
end
end
function ZoneController._getZonesAndItems(trackerName, zonesDictToCheck, zoneCustomVolume, onlyActiveZones, recommendedDetection)
local totalZoneVolume = zoneCustomVolume
if not totalZoneVolume then
for zone, _ in pairs(zonesDictToCheck) do
totalZoneVolume += zone.volume
end
end
local zonesAndOccupants = {}
local tracker = trackers[trackerName]
if tracker.totalVolume < totalZoneVolume then
-- If the volume of all *characters/items* within the server is *less than* the total
-- volume of all active zones (i.e. zones which listen for .playerEntered)
-- then it's more efficient cast checks within each character and
-- then determine the zones they belong to
for _, item in pairs(tracker.items) do
local touchingZones = ZoneController.getTouchingZones(item, onlyActiveZones, recommendedDetection, tracker)
for _, zone in pairs(touchingZones) do
if not onlyActiveZones or zone.activeTriggers[trackerName] then
local finalItem = item
if trackerName == "player" then
finalItem = players:GetPlayerFromCharacter(item)
end
if finalItem then
fillOccupants(zonesAndOccupants, zone, finalItem)
end
end
end
end
else
-- If the volume of all *active zones* within the server is *less than* the total
-- volume of all characters/items, then it's more efficient to perform the
-- checks directly within each zone to determine players inside
for zone, _ in pairs(zonesDictToCheck) do
if not onlyActiveZones or zone.activeTriggers[trackerName] then
local result = CollectiveWorldModel:GetPartBoundsInBox(zone.region.CFrame, zone.region.Size, tracker.whitelistParams)
local finalItemsDict = {}
for _, itemOrChild in pairs(result) do
local correspondingItem = tracker.partToItem[itemOrChild]
if not finalItemsDict[correspondingItem] then
finalItemsDict[correspondingItem] = true
end
end
for item, _ in pairs(finalItemsDict) do
if trackerName == "player" then
local player = players:GetPlayerFromCharacter(item)
if zone:findPlayer(player) then
fillOccupants(zonesAndOccupants, zone, player)
end
elseif zone:findItem(item) then
fillOccupants(zonesAndOccupants, zone, item)
end
end
end
end
end
return zonesAndOccupants
end
|
-- local CoverageWorkerModule = require(CurrentModule.CoverageWorker)
-- type worker = CoverageWorkerModule.worker |
type worker = any |
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB.
--Made by Superluck, Uploaded by FederalSignal_QCB. |
while true do
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = 0
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = 0
wait((math.random(600,672))/1000)
script.Parent.Parent.Parent.Sound.Sound2.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
script.Parent.Parent.Parent.Sound.Sound.EmitterSize = script.Parent.Parent.SoundblockSize.Value/10
wait((math.random(600,672))/1000)
end
|
--------------------[ STANCE FUNCTIONS ]---------------------------------------------- |
function Stand(OnDeselected)
local LHip = Torso["Left Hip"]
local RHip = Torso["Right Hip"]
local Root = HRP.RootJoint
Stance = 2
if (not OnDeselected) then
spawn(function()
local PreviousOffset = Humanoid.CameraOffset
local PreviousRootP = Root.C0.p
for X = 0, 90, 1.5 / 0.25 do
local Alpha = Sine(X)
Humanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[1], Alpha)
Root.C0 = CF(PreviousRootP:lerp(VEC3(), Alpha)) * CFANG(RAD(-90), 0, RAD(180))
RS:wait()
end
end)
TweenJoint(ABWeld, CF(), CF(), Sine, 0.25)
TweenJoint(LHip, CF(-1, -1, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0), Sine, 0.25)
TweenJoint(RHip, CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0), Sine, 0.25)
elseif OnDeselected then
Humanoid.CameraOffset = StanceOffset[1]
ABWeld.C0 = CF()
ABWeld.C1 = CF()
LHip.C0 = CF(-1, -1, 0) * CFANG(0, RAD(-90), 0)
LHip.C1 = CF(-0.5, 1, 0) * CFANG(0, RAD(-90), 0)
RHip.C0 = CF(1, -1, 0) * CFANG(RAD(-180), RAD(90), 0)
RHip.C1 = CF(0.5, 1, 0) * CFANG(RAD(-180), RAD(90), 0)
Root.C0 = CFANG(RAD(-90), 0, RAD(180))
end
end
function Crouch()
local LHip = Torso["Left Hip"]
local RHip = Torso["Right Hip"]
local Root = HRP.RootJoint
Stance = 1
spawn(function()
local PreviousOffset = Humanoid.CameraOffset
local PreviousRootP = Root.C0.p
for X = 0, 90, 1.5 / 0.25 do
if Stance ~= 1 then break end
local Alpha = Sine(X)
Humanoid.CameraOffset = PreviousOffset:lerp(StanceOffset[2], Alpha)
Root.C0 = CF(PreviousRootP:lerp(VEC3(0, -1, 0), Alpha)) * CFANG(RAD(-90), 0, RAD(180))
RS:wait()
end
end)
TweenJoint(ABWeld, CF(0, 0, -1 / 16), CF(), Sine, 0.25)
TweenJoint(LHip, CF(-1, -0.5, 0) * CFANG(0, RAD(-90), 0), CF(-0.5, 0.5, 1) * CFANG(0, RAD(-90), RAD(-90)), Sine, 0.25)
TweenJoint(RHip, CF(1, -0.5, 0.25) * CFANG(RAD(-180), RAD(90), 0), CF(0.5, 0.5, 1) * CFANG(RAD(-180), RAD(90), 0), Sine, 0.25)
end
|
--12 hours : 360 degs
--1 hour : 30 degs
--60 mins : 30 degs
--1 min : 0.5 degs
--60 s : 0.5 degs
--1 s : 0.00833333333... degs |
local chour, chmin, chsec = 0,0,0
local centerPoint = script.Parent.CenterPoint
local function TryUpdateHour(h, m, s)
if chour ~= h or chmin ~= m or chsec ~= s then
chour = h
chmin = m
chsec = s
return true
end
return false
end
local function PlayBell()
centerPoint.Bell:Play()
centerPoint.BillboardGui.Enabled = true
delay(11.2*3, function ()
centerPoint.Bell:Stop()
centerPoint.BillboardGui.Enabled = false
end)
end
local function UpdatePointers()
local hourhinge = centerPoint.HoursHinge
local secshinge = centerPoint.SecsHinge
local minshinge = centerPoint.MinsHinge
secshinge.TargetAngle = chsec * 6
minshinge.TargetAngle = chmin * 6
hourhinge.TargetAngle = chour * 30
if (chour == 12 or chour == 0) and (chmin == 0 and chsec == 0) then
PlayBell()
end
end
while wait()
do
local now = os.time()
local hours = os.date("*t",now)["hour"]
local mins = os.date("*t",now)["min"]
local secs = os.date("*t",now)["sec"]
if TryUpdateHour(hours, mins, secs) then |
-- (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 = "GreenTopHat"
p.Parent = h
p.Position = hit.Parent:findFirstChild("Head").Position
p.Name = "Handle"
p.formFactor = 0
p.Size = Vector3.new(0,-0.25,0)
p.BottomSurface = 0
p.TopSurface = 0
p.Locked = true
script.Parent.Mesh:clone().Parent = p
h.Parent = hit.Parent
h.AttachmentPos = Vector3.new(0, 0.3, 0)
wait(5)
debounce = true
end
end
script.Parent.Touched:connect(onTouched)
|
-- Play sounds |
for _, effect in pairs(EffectsToPlay:GetChildren()) do
effect.Parent = effectPart
if effect:IsA("Sound") then
effect:Play()
end
end
DebrisService:AddItem(effectPart,4)
RootModel:Destroy()
|
-- local script inside a TextLabel |
local player = game.Players.LocalPlayer
local goldValue = player.leaderstats.Gold
local textLabel = script.Parent
local function updateText()
local gold = goldValue.Value
if gold > 999 then
if gold >= 1000000 then
textLabel.Text = string.format("%.1fM", gold / 1000000)
elseif gold >= 1000 then
textLabel.Text = string.format("%.1fK", gold / 1000)
end
else
textLabel.Text = tostring(gold)
end
end
goldValue.Changed:Connect(updateText)
updateText()
|
--[=[
Shows the pane
@param doNotAnimate boolean? -- True if this visiblity should not animate
]=] |
function BasicPane:Show(doNotAnimate)
self:SetVisible(true, doNotAnimate)
end
|
--///////////////--
--Helping Methods--
--///////////////-- |
local function InvokeVector(Vector, Function)
return Vector3.new(Function(Vector.X), Function(Vector.Y), Function(Vector.Z))
end
local function GetOffset(Region, Position)
local Center = Region.Center
local Rotation = Region.Rotation
local Offset = (CFrame.new(Center) * CFrame.Angles(Rotation.X, Rotation.Y, Rotation.Z)):pointToObjectSpace(Position)
Offset = InvokeVector(Offset, math.abs)
return Offset
end
|
--Listen to seat enter/exit |
VehicleSeating.AddSeat(DriverSeat, onEnterSeat, onExitSeat)
for _, seat in ipairs(AdditionalSeats) do
VehicleSeating.AddSeat(seat, onEnterSeat, onExitSeat)
end
local function playerAdded(player)
local playerGui = player:WaitForChild("PlayerGui")
if not playerGui:FindFirstChild("VehiclePromptScreenGui") then
local screenGui = Instance.new("ScreenGui")
screenGui.ResetOnSpawn = false
screenGui.Name = "VehiclePromptScreenGui"
screenGui.Parent = playerGui
local newLocalVehiclePromptGui = Scripts.LocalVehiclePromptGui:Clone()
newLocalVehiclePromptGui.CarValue.Value = TopModel
newLocalVehiclePromptGui.Parent = screenGui
newLocalVehiclePromptGui.Enabled = true
end
end
Players.PlayerAdded:Connect(playerAdded)
for _, player in ipairs(Players:GetPlayers()) do
playerAdded(player)
end
|
-- A table to prevent users from equipping multiple clothing items that go in the same "slot". |
GroupedAccessoryTypes = {}
GroupedAccessoryTypes[1] = {
Enum.AccessoryType.Pants,
Enum.AccessoryType.Shorts,
Enum.AccessoryType.DressSkirt,
Enum.AccessoryType.Waist,
}
GroupedAccessoryTypes[2] = {
Enum.AccessoryType.TShirt,
Enum.AccessoryType.Shirt,
Enum.AccessoryType.Sweater,
}
local function usesSameClothingSlot(accessoryTypeName1, accessoryTypeName2)
local accessoryType1 = ACCESSORY_TYPE_BY_NAME[accessoryTypeName1]
local accessoryType2 = ACCESSORY_TYPE_BY_NAME[accessoryTypeName2]
if accessoryType1 == accessoryType2 then
return true
end
local group1 = 0
local group2 = 0
for i, accessoryGroup in pairs(GroupedAccessoryTypes) do
for _, accType in pairs(accessoryGroup) do
if accessoryType1 == accType then
group1 = i
end
if accessoryType2 == accType then
group2 = i
end
end
end
if group1 == group2 and group1 ~= 0 then
return true
end
return false
end
return usesSameClothingSlot
|
-- Inputs |
local KEY_W = Enum.KeyCode.W
local KEY_A = Enum.KeyCode.A
local KEY_S = Enum.KeyCode.S
local KEY_D = Enum.KeyCode.D
local KEY_UP = Enum.KeyCode.Up
local KEY_DOWN = Enum.KeyCode.Down
local KEY_LEFT = Enum.KeyCode.Left
local KEY_RIGHT = Enum.KeyCode.Right
local KEY_RIGHTSHIFT = Enum.KeyCode.RightShift
local KEY_LEFTSHIFT = Enum.KeyCode.LeftShift
local THUMBSTICK_1 = Enum.KeyCode.Thumbstick1
local BUTTON_RT = Enum.KeyCode.ButtonR2
local player = game.Players.LocalPlayer
local character = player.Character or player.CharacterAdded:wait()
local humanoid = character:WaitForChild("Humanoid")
local dead = false
local ModuleScripts = ReplicatedStorage:FindFirstChild("ModuleScripts")
local PlayerConverter = require(ModuleScripts:WaitForChild("PlayerConverter"))
local Scripts = script:WaitForChild("Scripts")
local PilotSeat = require(Scripts:WaitForChild("PilotSeat"))
local speeder = PilotSeat.new(script.Parent)
local engine = speeder.engine
local Controls = require(Scripts:WaitForChild("Controls"))
local Keyboard = Controls.Keyboard
local Gamepad = Controls.Gamepad
local Mobile = Controls.Mobile
local physicsUpdateHandle
local lastServerUpdate = 0
local lastInputUpdate = tick()
|
--[[
Creates a number of different collision groups, and sets their interaction
]] |
function CollisionGroupsController.init()
PhysicsService:CreateCollisionGroup(Constants.CollisionGroup.Door)
PhysicsService:CreateCollisionGroup(Constants.CollisionGroup.Monster)
PhysicsService:CreateCollisionGroup(Constants.CollisionGroup.Player)
PhysicsService:CreateCollisionGroup(Constants.CollisionGroup.Elevator)
PhysicsService:CollisionGroupSetCollidable(Constants.CollisionGroup.Monster, Constants.CollisionGroup.Door, false)
PhysicsService:CollisionGroupSetCollidable(Constants.CollisionGroup.Monster, Constants.CollisionGroup.Player, false)
PhysicsService:CollisionGroupSetCollidable(Constants.CollisionGroup.Elevator, "Default", false)
end
|
-------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------- |
function onSwimming(speed)
if speed > 1.00 then
local scale = 10.0
playAnimation("swim", 0.4, Humanoid)
pose = "Swimming"
else
playAnimation("swimidle", 0.4, Humanoid)
pose = "Standing"
end
end
function animateTool()
if (toolAnim == "None") then
playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle)
return
end
if (toolAnim == "Slash") then
playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
if (toolAnim == "Lunge") then
playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action)
return
end
end
function getToolAnim(tool)
for _, c in ipairs(tool:GetChildren()) do
if c.Name == "toolanim" and c.className == "StringValue" then
return c
end
end
return nil
end
local lastTick = 0
function stepAnimate(currentTime)
local deltaTime = currentTime - lastTick
lastTick = currentTime
local climbFudge = 0
local setAngles = false
if (jumpAnimTime > 0) then
jumpAnimTime = jumpAnimTime - deltaTime
end
if (pose == "FreeFall" and jumpAnimTime <= 0) then
playAnimation("fall", fallTransitionTime, Humanoid)
elseif (pose == "Seated") then
playAnimation("sit", 0.5, Humanoid)
return
elseif (pose == "Running") then
playAnimation("walk", 0.2, Humanoid)
elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then
stopAllAnimations()
end
-- Tool Animation handling
end
|
--[[Weight and CG]] |
Tune.Weight = 3600 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3 ,
--[[Length]] 10 }
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels, can be <0 or >100)
Tune.CGHeight = .6 -- Center of gravity height (studs relative to median of all wheels)
Tune.WBVisible = false -- Makes the weight brick visible
--Unsprung Weight
Tune.FWheelDensity = .1 -- Front Wheel Density
Tune.RWheelDensity = .1 -- Rear Wheel Density
Tune.FWLgcyDensity = 1 -- Front Wheel Density [PGS OFF]
Tune.RWLgcyDensity = 1 -- Rear Wheel Density [PGS OFF]
Tune.AxleSize = 2 -- Size of structural members (larger = more stable/carry more weight)
Tune.AxleDensity = .1 -- Density of structural members
|
----------------------------------
------------FUNCTIONS-------------
---------------------------------- |
function Receive(player, action, ...)
local args = {...}
if player == User and action == "play" then
Connector:FireAllClients("play", User, args[1], Settings.SoundSource.Position, Settings.PianoSoundRange, player, args[2], Settings.IsCustom,Settings.Length)
HighlightPianoKey((args[1] > 61 and 61) or (args[1] < 1 and 1) or args[1],args[3])
elseif player == User and action == "abort" then
Deactivate()
if SeatWeld then
SeatWeld:remove()
end
end
end
function Activate(player)
Connector:FireClient(player, "activate", Settings.CameraCFrame, Settings.PianoSounds, true)
User = player
end
function Deactivate()
if User and User.Parent then
Connector:FireClient(User, "deactivate")
User.Character:SetPrimaryPartCFrame(Box.CFrame + Vector3.new(0, 5, 0))
end
User = nil
end
|
--[=[
Holds constants for resource retrieval.
@class ResourceConstants
@private
]=] |
local require = require(script.Parent.loader).load(script)
local Table = require("Table")
return Table.readonly({
REMOTE_EVENT_STORAGE_NAME = "RemoteEvents";
REMOTE_FUNCTION_STORAGE_NAME = "RemoteFunctions";
})
|
-- Disconnect all handlers. Since we use a linked list it suffices to clear the
-- reference to the head handler. |
function Signal:DisconnectAll()
self._handlerListHead = false
if self.connectionsChanged then
self.connectionsChanged:Fire(-self.totalConnections)
self.connectionsChanged:Destroy()
self.connectionsChanged = nil
self.totalConnections = 0
end
end
Signal.Destroy = Signal.DisconnectAll
Signal.destroy = Signal.DisconnectAll
|
-- * Fires when the local player begins input. Ignores all input except if
-- the user presses `KEY`. If `KEY` is pressed opens the game GUI unless
-- player already interacting with the game
--
-- Arguments:
-- actionName - Name of the ContextActionService action
-- userInputState - State of input
-- inputObject - Contains info about input
-- Return: None
-- * |
local function toggleKeyboard(actionName, userInputState, inputObject)
if not (userInputState == Enum.UserInputState.Begin) then return end
toggleInteraction()
end
local function toggleMouse(playerWhoClicked)
if playerWhoClicked then
toggleInteraction()
end
end |
-- FUNCTIONS -- |
return function(Action, ...)
local Args = {...}
if Action == "Splash" then
local TargetPosition = Args[1]
local oceanHeight = Args[2]
local splashPos = Vector3.new(TargetPosition.X, oceanHeight + 1, TargetPosition.Z)
local splashAttachment = Instance.new("Attachment")
splashAttachment.Parent = workspace.Terrain
splashAttachment.WorldPosition = splashPos
game.Debris:AddItem(splashAttachment, 5)
debrisModule.Shockwave(splashPos, 3, 13)
coroutine.wrap(function()
for i, v in pairs(script.Splash:GetChildren()) do
if v:IsA("ParticleEmitter") then
local fx = v:Clone()
fx.Parent = splashAttachment
fx:Emit(fx:GetAttribute("EmitCount"))
end
end
end)()
end
end
|
-- map a value from one range to another |
local function map(x: number, inMin: number, inMax: number, outMin: number, outMax: number): number
return (x - inMin)*(outMax - outMin)/(inMax - inMin) + outMin
end
local function playSound(sound: Sound)
sound.TimePosition = 0
sound.Playing = true
end
local function shallowCopy(t)
local out = {}
for k, v in pairs(t) do
out[k] = v
end
return out
end
local function initializeSoundSystem(instances)
local player = instances.player
local humanoid = instances.humanoid
local rootPart = instances.rootPart
local sounds: {[string]: Sound} = {}
-- initialize sounds
for name: string, props: {[string]: any} in pairs(SOUND_DATA) do
local sound: Sound = Instance.new("Sound")
sound.Name = name
-- set default values
sound.Archivable = false
sound.RollOffMinDistance = 5
sound.RollOffMaxDistance = 150
sound.Volume = 0.65
for propName, propValue: any in pairs(props) do
(sound :: any)[propName] = propValue
end
sound.Parent = rootPart
sounds[name] = sound
end
local playingLoopedSounds: {[Sound]: boolean?} = {}
local function stopPlayingLoopedSounds(except: Sound?)
for sound in pairs(shallowCopy(playingLoopedSounds)) do
if sound ~= except then
sound.Playing = false
playingLoopedSounds[sound] = nil
end
end
end
-- state transition callbacks.
local stateTransitions: {[Enum.HumanoidStateType]: () -> ()} = {
[Enum.HumanoidStateType.FallingDown] = function()
stopPlayingLoopedSounds()
end,
[Enum.HumanoidStateType.GettingUp] = function()
stopPlayingLoopedSounds()
playSound(sounds.GettingUp)
end,
[Enum.HumanoidStateType.Jumping] = function()
stopPlayingLoopedSounds()
playSound(sounds.Jumping)
end,
[Enum.HumanoidStateType.Swimming] = function()
local verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y)
if verticalSpeed > 0.1 then
sounds.Splash.Volume = math.clamp(map(verticalSpeed, 100, 350, 0.28, 1), 0, 1)
playSound(sounds.Splash)
end
stopPlayingLoopedSounds(sounds.Swimming)
sounds.Swimming.Playing = true
playingLoopedSounds[sounds.Swimming] = true
end,
[Enum.HumanoidStateType.Freefall] = function()
sounds.FreeFalling.Volume = 0
stopPlayingLoopedSounds(sounds.FreeFalling)
playingLoopedSounds[sounds.FreeFalling] = true
end,
[Enum.HumanoidStateType.Landed] = function()
stopPlayingLoopedSounds()
local verticalSpeed = math.abs(rootPart.AssemblyLinearVelocity.Y)
if verticalSpeed > 75 then
sounds.Landing.Volume = math.clamp(map(verticalSpeed, 50, 100, 0, 1), 0, 1)
playSound(sounds.Landing)
end
end,
[Enum.HumanoidStateType.Running] = function()
stopPlayingLoopedSounds(sounds.Running)
sounds.Running.Playing = true
playingLoopedSounds[sounds.Running] = true
end,
[Enum.HumanoidStateType.Climbing] = function()
local sound = sounds.Climbing
if math.abs(rootPart.AssemblyLinearVelocity.Y) > 0.1 then
sound.Playing = true
stopPlayingLoopedSounds(sound)
else
stopPlayingLoopedSounds()
end
playingLoopedSounds[sound] = true
end,
[Enum.HumanoidStateType.Seated] = function()
stopPlayingLoopedSounds()
end,
[Enum.HumanoidStateType.Dead] = function()
stopPlayingLoopedSounds()
playSound(sounds.Died)
end,
[Enum.HumanoidStateType.Physics] = function()
stopPlayingLoopedSounds()
end,
}
-- updaters for looped sounds
local loopedSoundUpdaters: {[Sound]: (number, Sound, Vector3) -> ()} = {
[sounds.Climbing] = function(dt: number, sound: Sound, vel: Vector3)
sound.Playing = vel.Magnitude > 0.1
end,
[sounds.FreeFalling] = function(dt: number, sound: Sound, vel: Vector3): ()
if vel.Magnitude > 75 then
sound.Volume = math.clamp(sound.Volume + 0.9*dt, 0, 1)
else
sound.Volume = 0
end
end,
[sounds.Running] = function(dt: number, sound: Sound, vel: Vector3)
sound.Playing = vel.Magnitude > 0.5 and humanoid.MoveDirection.Magnitude > 0.5
end,
}
-- state substitutions to avoid duplicating entries in the state table
local stateRemap: {[Enum.HumanoidStateType]: Enum.HumanoidStateType} = {
[Enum.HumanoidStateType.RunningNoPhysics] = Enum.HumanoidStateType.Running,
}
local activeState: Enum.HumanoidStateType = stateRemap[humanoid:GetState()] or humanoid:GetState()
local stateChangedConn = humanoid.StateChanged:Connect(function(_, state)
state = stateRemap[state] or state
if state ~= activeState then
local transitionFunc: () -> () = stateTransitions[state]
if transitionFunc then
transitionFunc()
end
activeState = state
end
end)
local steppedConn = RunService.Stepped:Connect(function(_, worldDt: number)
-- update looped sounds on stepped
for sound in pairs(playingLoopedSounds) do
local updater: (number, Sound, Vector3) -> () = loopedSoundUpdaters[sound]
if updater then
updater(worldDt, sound, rootPart.AssemblyLinearVelocity)
end
end
end)
local function terminate()
stateChangedConn:Disconnect()
steppedConn:Disconnect()
if FFlagUserAtomicCharacterSoundsUnparent then
-- Unparent all sounds and empty sounds table
-- This is needed in order to support the case where initializeSoundSystem might be called more than once for the same player,
-- which might happen in case player character is unparented and parented back on server and reset-children mechanism is active.
for name: string, sound: Sound in pairs(sounds) do
sound:Destroy()
end
table.clear(sounds)
end
end
return terminate
end
local binding = AtomicBinding.new({
humanoid = "Humanoid",
rootPart = "HumanoidRootPart",
}, initializeSoundSystem)
local playerConnections = {}
local function characterAdded(character)
binding:bindRoot(character)
end
local function characterRemoving(character)
binding:unbindRoot(character)
end
local function playerAdded(player: Player)
local connections = playerConnections[player]
if not connections then
connections = {}
playerConnections[player] = connections
end
if player.Character then
characterAdded(player.Character)
end
table.insert(connections, player.CharacterAdded:Connect(characterAdded))
table.insert(connections, player.CharacterRemoving:Connect(characterRemoving))
end
local function playerRemoving(player: Player)
local connections = playerConnections[player]
if connections then
for _, conn in ipairs(connections) do
conn:Disconnect()
end
playerConnections[player] = nil
end
if player.Character then
characterRemoving(player.Character)
end
end
for _, player in ipairs(Players:GetPlayers()) do
task.spawn(playerAdded, player)
end
Players.PlayerAdded:Connect(playerAdded)
Players.PlayerRemoving:Connect(playerRemoving)
|
-- This is responsible for positioning the topbar icons |
local requestedTopbarUpdate = false
function IconController.updateTopbar()
local function getIncrement(otherIcon, alignment)
--local container = otherIcon.instances.iconContainer
--local sizeX = container.Size.X.Offset
local iconSize = otherIcon:get("iconSize", otherIcon:getIconState()) or UDim2.new(0, 32, 0, 32)
local sizeX = iconSize.X.Offset
local alignmentGap = IconController[alignment.."Gap"]
local iconWidthAndGap = (sizeX + alignmentGap)
local increment = iconWidthAndGap
local preOffset = 0
if otherIcon._parentIcon == nil then
local extendLeft, extendRight, additionalRight = IconController.getMenuOffset(otherIcon)
preOffset += extendLeft
increment += extendRight + additionalRight
end
return increment, preOffset
end
if topbarUpdating then -- This prevents the topbar updating and shifting icons more than it needs to
requestedTopbarUpdate = true
return false
end
coroutine.wrap(function()
topbarUpdating = true
runService.Heartbeat:Wait()
topbarUpdating = false
for alignment, alignmentInfo in pairs(alignmentDetails) do
alignmentInfo.records = {}
end
for otherIcon, _ in pairs(topbarIcons) do
if IconController.canShowIconOnTopbar(otherIcon) then
local alignment = otherIcon:get("alignment")
table.insert(alignmentDetails[alignment].records, otherIcon)
end
end
local viewportSize = workspace.CurrentCamera.ViewportSize
for alignment, alignmentInfo in pairs(alignmentDetails) do
local records = alignmentInfo.records
if #records > 1 then
if alignmentInfo.reverseSort then
table.sort(records, function(a,b) return a:get("order") > b:get("order") end)
else
table.sort(records, function(a,b) return a:get("order") < b:get("order") end)
end
end
local totalIconX = 0
for i, otherIcon in pairs(records) do
local increment = getIncrement(otherIcon, alignment)
totalIconX = totalIconX + increment
end
local offsetX = alignmentInfo.getStartOffset(totalIconX, alignment)
local preOffsetX = offsetX
local containerX = TopbarPlusGui.TopbarContainer.AbsoluteSize.X
for i, otherIcon in pairs(records) do
local increment, preOffset = getIncrement(otherIcon, alignment)
local newAbsoluteX = alignmentInfo.startScale*containerX + preOffsetX+preOffset
preOffsetX = preOffsetX + increment
end
for i, otherIcon in pairs(records) do
local container = otherIcon.instances.iconContainer
local increment, preOffset = getIncrement(otherIcon, alignment)
local topPadding = otherIcon.topPadding
local newPositon = UDim2.new(alignmentInfo.startScale, offsetX+preOffset, topPadding.Scale, topPadding.Offset)
local isAnOverflowIcon = string.match(otherIcon.name, "_overflowIcon-")
local repositionInfo = otherIcon:get("repositionInfo")
if repositionInfo then
tweenService:Create(container, repositionInfo, {Position = newPositon}):Play()
else
container.Position = newPositon
end
offsetX = offsetX + increment
otherIcon.targetPosition = UDim2.new(0, (newPositon.X.Scale*viewportSize.X) + newPositon.X.Offset, 0, (newPositon.Y.Scale*viewportSize.Y) + newPositon.Y.Offset)
end
end
-- OVERFLOW HANDLER
--------
local START_LEEWAY = 10 -- The additional offset where the end icon will be converted to ... without an apparant change in position
local function getBoundaryX(iconToCheck, side, gap)
local additionalGap = gap or 0
local currentSize = iconToCheck:get("iconSize", iconToCheck:getIconState())
local sizeX = currentSize.X.Offset
local extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)
local boundaryXOffset = (side == "left" and (-additionalGap-extendLeft)) or (side == "right" and sizeX+additionalGap+extendRight)
local boundaryX = iconToCheck.targetPosition.X.Offset + boundaryXOffset
return boundaryX
end
local function getSizeX(iconToCheck, usePrevious)
local currentSize, previousSize = iconToCheck:get("iconSize", iconToCheck:getIconState(), "beforeDropdown")
local hoveringSize = iconToCheck:get("iconSize", "hovering")
if iconToCheck.wasHoveringBeforeOverflow and previousSize and hoveringSize and hoveringSize.X.Offset > previousSize.X.Offset then
-- This prevents hovering icons flicking back and forth, demonstrated at thread/1017485/191.
previousSize = hoveringSize
end
local newSize = (usePrevious and previousSize) or currentSize
local extendLeft, extendRight = IconController.getMenuOffset(iconToCheck)
local sizeX = newSize.X.Offset + extendLeft + extendRight
return sizeX
end
for alignment, alignmentInfo in pairs(alignmentDetails) do
local overflowIcon = alignmentInfo.overflowIcon
if overflowIcon then
local alignmentGap = IconController[alignment.."Gap"]
local oppositeAlignment = (alignment == "left" and "right") or "left"
local oppositeAlignmentInfo = alignmentDetails[oppositeAlignment]
local oppositeOverflowIcon = IconController.getIcon("_overflowIcon-"..oppositeAlignment)
-- This determines whether any icons (from opposite or mid alignment) are overlapping with this alignment
local overflowBoundaryX = getBoundaryX(overflowIcon, alignment)
if overflowIcon.enabled then
overflowBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment, alignmentGap)
end
local function doesExceed(givenBoundaryX)
local exceeds = (alignment == "left" and givenBoundaryX < overflowBoundaryX) or (alignment == "right" and givenBoundaryX > overflowBoundaryX)
return exceeds
end
local alignmentOffset = oppositeAlignmentInfo.getOffset()
if not overflowIcon.enabled then
alignmentOffset += START_LEEWAY
end
local alignmentBorderX = (alignment == "left" and viewportSize.X - alignmentOffset) or (alignment == "right" and alignmentOffset)
local closestBoundaryX = alignmentBorderX
local exceededCriticalBoundary = doesExceed(closestBoundaryX)
local function checkBoundaryExceeded(recordToCheck)
local totalIcons = #recordToCheck
for i = 1, totalIcons do
local endIcon = recordToCheck[totalIcons+1 - i]
if IconController.canShowIconOnTopbar(endIcon) then
local isAnOverflowIcon = string.match(endIcon.name, "_overflowIcon-")
if isAnOverflowIcon and totalIcons ~= 1 then
break
elseif isAnOverflowIcon and not endIcon.enabled then
continue
end
local additionalMyX = 0
if not overflowIcon.enabled then
additionalMyX = START_LEEWAY
end
local myBoundaryX = getBoundaryX(endIcon, alignment, additionalMyX)
local isNowClosest = (alignment == "left" and myBoundaryX < closestBoundaryX) or (alignment == "right" and myBoundaryX > closestBoundaryX)
if isNowClosest then
closestBoundaryX = myBoundaryX
if doesExceed(myBoundaryX) then
exceededCriticalBoundary = true
end
end
end
end
end
checkBoundaryExceeded(alignmentDetails[oppositeAlignment].records)
checkBoundaryExceeded(alignmentDetails.mid.records)
-- This determines which icons to give to the overflow if an overlap is present
if exceededCriticalBoundary then
local recordToCheck = alignmentInfo.records
local totalIcons = #recordToCheck
for i = 1, totalIcons do
local endIcon = (alignment == "left" and recordToCheck[totalIcons+1 - i]) or (alignment == "right" and recordToCheck[i])
if endIcon ~= overflowIcon and IconController.canShowIconOnTopbar(endIcon) then
local additionalGap = alignmentGap
local overflowIconSizeX = overflowIcon:get("iconSize", overflowIcon:getIconState()).X.Offset
if overflowIcon.enabled then
additionalGap += alignmentGap + overflowIconSizeX
end
local myBoundaryXPlusGap = getBoundaryX(endIcon, oppositeAlignment, additionalGap)
local exceeds = (alignment == "left" and myBoundaryXPlusGap >= closestBoundaryX) or (alignment == "right" and myBoundaryXPlusGap <= closestBoundaryX)
if exceeds then
if not overflowIcon.enabled then
local overflowContainer = overflowIcon.instances.iconContainer
local yPos = overflowContainer.Position.Y
local appearXAdditional = (alignment == "left" and -overflowContainer.Size.X.Offset) or 0
local appearX = getBoundaryX(endIcon, oppositeAlignment, appearXAdditional)
overflowContainer.Position = UDim2.new(0, appearX, yPos.Scale, yPos.Offset)
overflowIcon:setEnabled(true)
end
if #endIcon.dropdownIcons > 0 then
endIcon._overflowConvertedToMenu = true
local wasSelected = endIcon.isSelected
endIcon:deselect()
local iconsToConvert = {}
for _, dIcon in pairs(endIcon.dropdownIcons) do
table.insert(iconsToConvert, dIcon)
end
for _, dIcon in pairs(endIcon.dropdownIcons) do
dIcon:leave()
end
endIcon:setMenu(iconsToConvert)
if wasSelected and overflowIcon.isSelected then
endIcon:select()
end
end
if endIcon.hovering then
endIcon.wasHoveringBeforeOverflow = true
end
endIcon:join(overflowIcon, "dropdown")
if #endIcon.menuIcons > 0 and endIcon.menuOpen then
endIcon:deselect()
endIcon:select()
overflowIcon:select()
end
end
break
end
end
else
-- This checks to see if the lowest/highest (depending on left/right) ordered overlapping icon is no longer overlapping, removes from the dropdown, and repeats if valid
local winningOrder, winningOverlappedIcon
local totalOverlappingIcons = #overflowIcon.dropdownIcons
if not (oppositeOverflowIcon and oppositeOverflowIcon.enabled and #alignmentInfo.records == 1 and #oppositeAlignmentInfo.records ~= 1) then
for _, overlappedIcon in pairs(overflowIcon.dropdownIcons) do
local iconOrder = overlappedIcon:get("order")
if winningOverlappedIcon == nil or (alignment == "left" and iconOrder < winningOrder) or (alignment == "right" and iconOrder > winningOrder) then
winningOrder = iconOrder
winningOverlappedIcon = overlappedIcon
end
end
end
if winningOverlappedIcon then
local sizeX = getSizeX(winningOverlappedIcon, true)
local myForesightBoundaryX = getBoundaryX(overflowIcon, oppositeAlignment)
if totalOverlappingIcons == 1 then
myForesightBoundaryX = getBoundaryX(overflowIcon, alignment, alignmentGap-START_LEEWAY)
end
local availableGap = math.abs(closestBoundaryX - myForesightBoundaryX) - (alignmentGap*2)
local noLongerExeeds = (sizeX < availableGap)
if noLongerExeeds then
if #overflowIcon.dropdownIcons == 1 then
overflowIcon:setEnabled(false)
end
local overflowContainer = overflowIcon.instances.iconContainer
local yPos = overflowContainer.Position.Y
overflowContainer.Position = UDim2.new(0, myForesightBoundaryX, yPos.Scale, yPos.Offset)
winningOverlappedIcon:leave()
winningOverlappedIcon.wasHoveringBeforeOverflow = nil
--
if winningOverlappedIcon._overflowConvertedToMenu then
winningOverlappedIcon._overflowConvertedToMenu = nil
local iconsToConvert = {}
for _, dIcon in pairs(winningOverlappedIcon.menuIcons) do
table.insert(iconsToConvert, dIcon)
end
for _, dIcon in pairs(winningOverlappedIcon.menuIcons) do
dIcon:leave()
end
winningOverlappedIcon:setDropdown(iconsToConvert)
end
--
end
end
end
end
end
--------
if requestedTopbarUpdate then
requestedTopbarUpdate = false
IconController.updateTopbar()
end
return true
end)()
end
function IconController.setTopbarEnabled(bool, forceBool)
if forceBool == nil then
forceBool = true
end
local indicator = TopbarPlusGui.Indicator
if forceBool and not bool then
forceTopbarDisabled = true
elseif forceBool and bool then
forceTopbarDisabled = false
end
local topbarEnabledAccountingForMimic = checkTopbarEnabledAccountingForMimic()
if IconController.controllerModeEnabled then
if bool then
if TopbarPlusGui.TopbarContainer.Visible or forceTopbarDisabled or menuOpen or not topbarEnabledAccountingForMimic then return end
if forceBool then
indicator.Visible = topbarEnabledAccountingForMimic
else
indicator.Active = false
if controllerMenuOverride and controllerMenuOverride.Connected then
controllerMenuOverride:Disconnect()
end
if hapticService:IsVibrationSupported(Enum.UserInputType.Gamepad1) and hapticService:IsMotorSupported(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small) then
hapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,1)
delay(0.2,function()
pcall(function()
hapticService:SetMotor(Enum.UserInputType.Gamepad1,Enum.VibrationMotor.Small,0)
end)
end)
end
TopbarPlusGui.TopbarContainer.Visible = true
TopbarPlusGui.TopbarContainer:TweenPosition(
UDim2.new(0,0,0,5 + STUPID_CONTROLLER_OFFSET),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true
)
local selectIcon
local targetOffset = 0
IconController:_updateSelectionGroup()
runService.Heartbeat:Wait()
local indicatorSizeTrip = 50 --indicator.AbsoluteSize.Y * 2
for otherIcon, _ in pairs(topbarIcons) do
if IconController.canShowIconOnTopbar(otherIcon) and (selectIcon == nil or otherIcon:get("order") > selectIcon:get("order")) then
selectIcon = otherIcon
end
local container = otherIcon.instances.iconContainer
local newTargetOffset = -27 + container.AbsoluteSize.Y + indicatorSizeTrip
if newTargetOffset > targetOffset then
targetOffset = newTargetOffset
end
end
if guiService:GetEmotesMenuOpen() then
guiService:SetEmotesMenuOpen(false)
end
if guiService:GetInspectMenuEnabled() then
guiService:CloseInspectMenu()
end
local newSelectedObject = IconController._previousSelectedObject or selectIcon.instances.iconButton
IconController._setControllerSelectedObject(newSelectedObject)
indicator.Image = "rbxassetid://5278151071"
indicator:TweenPosition(
UDim2.new(0.5,0,0,targetOffset + STUPID_CONTROLLER_OFFSET),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true
)
end
else
if forceBool then
indicator.Visible = false
elseif topbarEnabledAccountingForMimic then
indicator.Visible = true
indicator.Active = true
controllerMenuOverride = indicator.InputBegan:Connect(function(input)
if input.UserInputType == Enum.UserInputType.MouseButton1 then
IconController.setTopbarEnabled(true,false)
end
end)
else
indicator.Visible = false
end
if not TopbarPlusGui.TopbarContainer.Visible then return end
guiService.AutoSelectGuiEnabled = true
IconController:_updateSelectionGroup(true)
TopbarPlusGui.TopbarContainer:TweenPosition(
UDim2.new(0,0,0,-TopbarPlusGui.TopbarContainer.Size.Y.Offset + STUPID_CONTROLLER_OFFSET),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true,
function()
TopbarPlusGui.TopbarContainer.Visible = false
end
)
indicator.Image = "rbxassetid://5278151556"
indicator:TweenPosition(
UDim2.new(0.5,0,0,5),
Enum.EasingDirection.Out,
Enum.EasingStyle.Quad,
0.1,
true
)
end
else
local topbarContainer = TopbarPlusGui.TopbarContainer
if topbarEnabledAccountingForMimic then
topbarContainer.Visible = bool
else
topbarContainer.Visible = false
end
end
end
function IconController.setGap(value, alignment)
local newValue = tonumber(value) or 12
local newAlignment = tostring(alignment):lower()
if newAlignment == "left" or newAlignment == "mid" or newAlignment == "right" then
IconController[newAlignment.."Gap"] = newValue
IconController.updateTopbar()
return
end
IconController.leftGap = newValue
IconController.midGap = newValue
IconController.rightGap = newValue
IconController.updateTopbar()
end
function IconController.setLeftOffset(value)
IconController.leftOffset = tonumber(value) or 0
IconController.updateTopbar()
end
function IconController.setRightOffset(value)
IconController.rightOffset = tonumber(value) or 0
IconController.updateTopbar()
end
local localPlayer = players.LocalPlayer
local iconsToClearOnSpawn = {}
localPlayer.CharacterAdded:Connect(function()
for _, icon in pairs(iconsToClearOnSpawn) do
icon:destroy()
end
iconsToClearOnSpawn = {}
end)
function IconController.clearIconOnSpawn(icon)
coroutine.wrap(function()
local char = localPlayer.Character or localPlayer.CharacterAdded:Wait()
table.insert(iconsToClearOnSpawn, icon)
end)()
end
|
-- Add scripts into game. |
local ButterflyManagerScript = script.ButterflyManager
if not game.StarterGui:FindFirstChild("ButterflyManager") then
local NewScript = ButterflyManagerScript:Clone()
NewScript.Parent = game.StarterGui
NewScript.Disabled = false
-- Give players scripts
for _, Player in pairs(game.Players:GetPlayers()) do
if Player:FindFirstChild("PlayerGui") and not Player.PlayerGui:FindFirstChild("ButterflyManagerScript") then
local NewScript = ButterflyManagerScript:Clone()
NewScript.Archivable = false
NewScript.Disabled = false
NewScript.Parent = Player.PlayerGui
end
end
end
|
-- PUT ME IN SERVERSCRIPTSERVICE |
local players = game:GetService("Players")
local serverScriptService = game:GetService("ServerScriptService")
local chatService = require(serverScriptService:WaitForChild("ChatServiceRunner"):WaitForChild("ChatService"))
chatService.SpeakerAdded:Connect(function(player)
local speaker = chatService:GetSpeaker(player)
players[player]:IsInGroup(16072157) -- Change this then put your group ID!
speaker:SetExtraData("Tags",{{TagText = players[player:GetRoleInGroup(16072157)]}}) -- Change this then put your group ID!
end)
|
-- ROBLOX deviation: deviates from upstream substantially since Lua only has tables
-- we only have two functions
-- `printTableEntries` for formatting key, value pairs and
-- `printListItems` for formatting arrays | |
-- Define setting instances |
local IsOn = Configuration:WaitForChild("IsOn")
local ShouldEmitSound = Configuration:WaitForChild("ShouldEmitSound")
local MaxVolume = Configuration:WaitForChild("MaxVolume")
|
-- @Description Automatically Profile the given %Function. Arguments that will be passed to the %Function can be added after ...
-- @Arg1 ProfilerString
-- @Arg2 Function
-- @Arg3 ... |
function Debug.Profiler(ProfilerString, Callback, ...)
debug.profilebegin(ProfilerString)
local Results = table.pack(Callback(unpack({...} or {})))
debug.profileend()
return table.unpack(Results or {})
end
return Debug
|
--returns all of the instances of a specific instance in a model |
function GetSpecificInstances(model,type)
local tab={};
for _,v in pairs(model:GetChildren()) do
if v:IsA(type) then
table.insert(tab,v);
end
end
return tab;
end
|
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