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--[[
___ _______ _ _______
/ _ |____/ ___/ / ___ ____ ___ (_)__ /__ __/
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-< / /
/_/ |_| \___/_//_/\_,_/___/___/_/___/ /_/
SecondLogic @ Inspare
Avxnturador @ Novena
]]
|
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = car:WaitForChild("AC6_FE_Sounds")
local _Tune = require(car["A-Chassis Tune"])
local BOVact = 0
local BOVact2 = 0
|
--script.Parent.VV.Velocity = script.Parent.VV.CFrame.lookVector *script.Parent.Speed.Value
|
script.Parent.VVV.Velocity = script.Parent.VVV.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.W.Velocity = script.Parent.W.CFrame.lookVector *script.Parent.Speed.Value
|
--- DONT TOUCH ---
|
local UIS = game:GetService("UserInputService")
local RunService = game:GetService("RunService")
local TweenService = game:GetService("TweenService")
local player = game.Players.LocalPlayer
local char = player.Character or player.CharacterAdded:Wait()
local Values = script.Parent.Parent:WaitForChild("Values")
local car = script.Parent.Parent.Car.Value
local DriveSeat = car:WaitForChild("DriveSeat")
local Tune = require(car:WaitForChild("A-Chassis Tune"))
local IsOn = Values.Parent:WaitForChild("IsOn")
local LightEvent = car:WaitForChild("LightEvent")
local LI = script.Values.Left
local RI = script.Values.Right
local H = script.Values.Hazard
local RL = script.Values.RunningLights
local HL = script.Values.Headlights
local setup = false
local current_seq_seg = 1
local flashing = false
local parklightActive = false
local drlActive = false
local fogActive = false
local popupsActive = false
local gui_tweeninfo = TweenInfo.new(0.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0)
local indgui_tweeninfo = TweenInfo.new(Indicator_Flash_Rate / 2.5, Enum.EasingStyle.Quint, Enum.EasingDirection.Out, 0, false, 0)
function input(key, gameprocessed)
if not gameprocessed then
if key.KeyCode == Headlights then
if HL.Value == 0 then
HL.Value = 1
LightEvent:FireServer("Headlights", Low_Beam_Brightness, 0.2, 48, parklightActive, Popups_Enabled, Headlight_Type, HL.Value)
LightEvent:FireServer("RearLights", Rear_Light_Type, Rear_Light_Brightness, 0.2, Trunk_Lights)
if fogActive then
LightEvent:FireServer("FogLights", Fog_Light_Brightness, 0.02, Fog_Light_Type)
TweenService:Create(script.Parent.FogLights, gui_tweeninfo, {ImageTransparency = 0}):Play()
end
TweenService:Create(script.Parent.LowBeams, gui_tweeninfo, {ImageTransparency = 0}):Play()
elseif HL.Value == 1 then
HL.Value = 2
LightEvent:FireServer("Headlights", High_Beam_Brightness, 0.02, 60, parklightActive, Popups_Enabled, Headlight_Type, HL.Value)
TweenService:Create(script.Parent.LowBeams, gui_tweeninfo, {ImageTransparency = 1}):Play()
TweenService:Create(script.Parent.HighBeams, gui_tweeninfo, {ImageTransparency = 0}):Play()
elseif HL.Value == 2 then
HL.Value = 0
LightEvent:FireServer("Headlights", 0, 1, 60, parklightActive, Popups_Enabled, Headlight_Type, HL.Value)
if not parklightActive then
LightEvent:FireServer("RearLights", Rear_Light_Type, 0, 1, Trunk_Lights)
end
LightEvent:FireServer("FogLights", 0, 1, Fog_Light_Type)
TweenService:Create(script.Parent.LowBeams, gui_tweeninfo, {ImageTransparency = 1}):Play()
TweenService:Create(script.Parent.HighBeams, gui_tweeninfo, {ImageTransparency = 1}):Play()
TweenService:Create(script.Parent.FogLights, gui_tweeninfo, {ImageTransparency = 1}):Play()
end
if Plate_Lights then
if HL.Value >= 1 then
LightEvent:FireServer("PlateLights", true, Plate_Light_Type)
else
LightEvent:FireServer("PlateLights", false, Plate_Light_Type)
end
end
elseif key.KeyCode == Popups then
if Popups_Enabled then
if popupsActive == false then
LightEvent:FireServer("Popups", true, Popups_Enabled, Popup_Hinge_Angle)
popupsActive = true
else
LightEvent:FireServer("Popups", false, Popups_Enabled, Popup_Hinge_Angle)
popupsActive = false
end
end
elseif key.KeyCode == RunningLights then
if Running_Light_Location ~= "Custom DRL" then
if not parklightActive then
parklightActive = true
TweenService:Create(script.Parent.ParkLights, gui_tweeninfo, {ImageTransparency = 0}):Play()
else
parklightActive = false
TweenService:Create(script.Parent.ParkLights, gui_tweeninfo, {ImageTransparency = 1}):Play()
end
else
if not drlActive then
drlActive = true
LightEvent:FireServer("CustomDRL", drlActive, CustomDRL_Type)
TweenService:Create(script.Parent.ParkLights, gui_tweeninfo, {ImageTransparency = 0}):Play()
else
drlActive = false
LightEvent:FireServer("CustomDRL", drlActive, CustomDRL_Type)
TweenService:Create(script.Parent.ParkLights, gui_tweeninfo, {ImageTransparency = 1}):Play()
end
end
if HL.Value == 0 then
LightEvent:FireServer("Headlights", 0, 1, 60, parklightActive, Popups_Enabled, Headlight_Type, HL.Value)
if parklightActive or drlActive then
LightEvent:FireServer("RearLights", Rear_Light_Type, Rear_Light_Brightness, 0.2, Trunk_Lights)
elseif not parklightActive or drlActive then
LightEvent:FireServer("RearLights", Rear_Light_Type, 0, 1, Trunk_Lights)
end
end
elseif key.KeyCode == FogLights then
if HL.Value > 0 then
if not fogActive then
LightEvent:FireServer("FogLights", Fog_Light_Brightness, 0.02, Fog_Light_Type)
TweenService:Create(script.Parent.FogLights, gui_tweeninfo, {ImageTransparency = 0}):Play()
fogActive = true
else
LightEvent:FireServer("FogLights", 0, 1, Fog_Light_Type)
TweenService:Create(script.Parent.FogLights, gui_tweeninfo, {ImageTransparency = 1}):Play()
fogActive = false
end
else
if not fogActive then
fogActive = true
else
fogActive = false
end
end
elseif key.KeyCode == Flash then
if not flashing then
end
elseif key.KeyCode == SignalLeft then
if not LI.Value then
LI.Value = true
script.StackOn:Play()
else
LI.Value = false
script.StackOff:Play()
end
elseif key.KeyCode == SignalRight then
if not RI.Value then
RI.Value = true
script.StackOn:Play()
else
RI.Value = false
script.StackOff:Play()
end
elseif key.KeyCode == Hazards then
if not H.Value then
H.Value = true
else
H.Value = false
end
end
end
end
function autoLight()
local dusk = {16, 18}
local night = {18, 6.2}
local timenow = game.Lighting:GetMinutesAfterMidnight() / 60
if timenow >= dusk[1] and timenow <= dusk[2] then
HL.Value = 0
parklightActive = true
LightEvent:FireServer("Headlights", Low_Beam_Brightness, 0.2, 48, parklightActive, Popups_Enabled, Headlight_Type, HL.Value)
LightEvent:FireServer("RearLights", Rear_Light_Type, Rear_Light_Brightness, 0.2, Trunk_Lights)
TweenService:Create(script.Parent.ParkLights, gui_tweeninfo, {ImageTransparency = 0}):Play()
elseif timenow > night[1] or (timenow >= 0 and timenow <= night[2]) then
HL.Value = 1
LightEvent:FireServer("Headlights", Low_Beam_Brightness, 0.02, 48, parklightActive, Popups_Enabled, Headlight_Type, HL.Value)
LightEvent:FireServer("RearLights", Rear_Light_Type, Rear_Light_Brightness, 0.2, Trunk_Lights)
TweenService:Create(script.Parent.LowBeams, gui_tweeninfo, {ImageTransparency = 0}):Play()
else
HL.Value = 0
LightEvent:FireServer("Headlights", 0, 1, 0, parklightActive, Popups_Enabled, Headlight_Type, HL.Value)
LightEvent:FireServer("RearLights", Rear_Light_Type, 0, 1, Trunk_Lights)
end
end
function brakes()
if Values.Brake.Value > 0.01 then
LightEvent:FireServer("BrakeLights", Rear_Light_Type, Brake_Light_Brightness, 0.02, Trunk_Lights)
else
LightEvent:FireServer("BrakeLights", Rear_Light_Type, 0, 1, Trunk_Lights)
end
end
function reverse()
if Values.Gear.Value == -1 then
LightEvent:FireServer("Reverse", Reverse_Light_Type, Reverse_Light_Brightness, 0.02, Trunk_Lights)
else
LightEvent:FireServer("Reverse", Reverse_Light_Type, 0, 1, Trunk_Lights)
end
end
function leavedriveseat()
LightEvent:FireServer("IndsOnLeave", LI.Value, RI.Value, H.Value, Sequential_Indicators, Sequential_Segments, Indicator_Flash_Rate, Indicator_Type)
end
|
--[=[
Mounts the instance to the props. This handles mounting children, and events.
The contract is that the props table is turned into observables. Note the following.
* Keys of strings are turned into properties
* If this can be turned into an observable, it will be used to subscribe to this event
* Otherwise, we assign directly
* Keys of functions are invoked on the instance in question
* `(instance, value) -> Observable
* If this returns an observable (or can be turned into one), we subscribe the event immediately
* Keys of numbers (array components) are treated as implicit children
* If the key is [Blend.Children] then we invoke mountChildren on it.
```lua
maid:GiveTask(Blend.mount(frame, {
BackgroundTransparency = 1;
-- All items named InventoryItem
Blend.Find "InventoryItem" {
-- Apply the following properties
Blend.New "UIScale" {
Scale = 0.5;
};
};
}))
```
@param instance Instance
@param props table
@return Maid
]=]
|
function Blend.mount(instance, props)
assert(typeof(instance) == "Instance", "Bad instance")
local maid = Maid.new()
local parent = nil
local dependentObservables = {}
for key, value in pairs(props) do
if type(key) == "string" then
if key == "Parent" then
parent = value
else
local observable = Blend.toPropertyObservable(value)
if observable then
maid:GiveTask(observable:Subscribe(function(result)
task.spawn(function()
instance[key] = result
end)
end))
else
task.spawn(function()
instance[key] = value
end)
end
end
elseif type(key) == "function" then
local observable = Blend.toEventObservable(key(instance, value))
if Observable.isObservable(observable) then
table.insert(dependentObservables, {observable, value})
else
warn(("Unable to apply event listener %q"):format(tostring(key)))
end
elseif type(key) == "number" then
-- Treat this as an implicit children contract
-- Thus, we don't need an explicit [Blend.Children] call.
table.insert(dependentObservables, { Blend.Children(instance, value), value })
else
warn(("Unable to apply property %q"):format(tostring(key)))
end
end
-- Subscribe dependentObservables (which includes adding children)
for _, event in pairs(dependentObservables) do
maid:GiveTask(event[1]:Subscribe(Blend.toEventHandler(event[2])))
end
if parent then
local observable = Blend.toPropertyObservable(parent)
if observable then
maid:GiveTask(observable:Subscribe(function(result)
instance.Parent = result
end))
else
instance.Parent = parent
end
end
return maid
end
return Blend
|
--Unlock
|
pages.donor["AG Unlock"].Unlock.MouseButton1Down:Connect(function()
main.marketplaceService:PromptGamePassPurchase(main.player, main.products.Donor)
end)
|
--Automatic Gauge Scaling
|
if autoscaling then
local Drive={}
if _Tune.Config == "FWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("FL")~= nil then
table.insert(Drive,car.Wheels.FL)
end
if car.Wheels:FindFirstChild("FR")~= nil then
table.insert(Drive,car.Wheels.FR)
end
if car.Wheels:FindFirstChild("F")~= nil then
table.insert(Drive,car.Wheels.F)
end
end
if _Tune.Config == "RWD" or _Tune.Config == "AWD" then
if car.Wheels:FindFirstChild("RL")~= nil then
table.insert(Drive,car.Wheels.RL)
end
if car.Wheels:FindFirstChild("RR")~= nil then
table.insert(Drive,car.Wheels.RR)
end
if car.Wheels:FindFirstChild("R")~= nil then
table.insert(Drive,car.Wheels.R)
end
end
local wDia = 0
for i,v in pairs(Drive) do
if v.Size.x>wDia then wDia = v.Size.x end
end
Drive = nil
for i,v in pairs(UNITS) do
v.maxSpeed = math.ceil(v.scaling*wDia*math.pi*_lRPM/60/_Tune.Ratios[#_Tune.Ratios]/_Tune.FinalDrive)
v.spInc = math.max(math.ceil(v.maxSpeed/200)*20,20)
end
end
for i=0,revEnd*2 do
local ln = script.Parent.ln:clone()
ln.Parent = script.Parent.Tach
ln.Rotation = 45 + i * 275 / (revEnd*2)
ln.Num.Text = i/2
ln.Num.Rotation = -ln.Rotation
if i*500>=math.floor(_pRPM/500)*500 then
ln.Frame.BackgroundColor3 = Color3.new(1,0,0)
if i<revEnd*2 then
ln2 = ln:clone()
ln2.Parent = script.Parent.Tach
ln2.Rotation = 45 + (i+.5) * 225 / (revEnd*2)
ln2.Num:Destroy()
ln2.Visible=false
end
end
if i%2==0 then
ln.Frame.Size = UDim2.new(0,3,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
ln.Num.Visible = false
else
ln.Num:Destroy()
end
ln.Visible=false
end
local lns = Instance.new("Frame",script.Parent.Speedo)
lns.Name = "lns"
lns.BackgroundTransparency = 1
lns.BorderSizePixel = 0
lns.Size = UDim2.new(0,0,0,0)
for i=1,90 do
local ln = script.Parent.ln:clone()
ln.Parent = lns
ln.Rotation = 45 + 225*(i/90)
if i%2==0 then
ln.Frame.Size = UDim2.new(0,2,0,10)
ln.Frame.Position = UDim2.new(0,-1,0,100)
else
ln.Frame.Size = UDim2.new(0,3,0,5)
end
ln.Num:Destroy()
ln.Visible=true
end
for i,v in pairs(UNITS) do
local lnn = Instance.new("Frame",script.Parent.Speedo)
lnn.BackgroundTransparency = 1
lnn.BorderSizePixel = 0
lnn.Size = UDim2.new(0,0,0,0)
lnn.Name = v.units
if i~= 1 then lnn.Visible=false end
for i=0,v.maxSpeed,v.spInc do
local ln = script.Parent.ln:clone()
ln.Parent = lnn
ln.Rotation = 45 + 225*(i/v.maxSpeed)
ln.Num.Text = i
ln.Num.TextSize = 14
ln.Num.Rotation = -ln.Rotation
ln.Frame:Destroy()
ln.Num.Visible=true
ln.Visible=true
end
end
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
script.Parent.Parent.IsOn.Changed:connect(function()
if script.Parent.Parent.IsOn.Value then
script.Parent:TweenPosition(UDim2.new(0, 0, 0, 0),Enum.EasingDirection.InOut,Enum.EasingStyle.Quad,1,true)
end
end)
script.Parent.Parent.Values.RPM.Changed:connect(function()
script.Parent.Tach.Needle.Rotation = 45 + 275 * math.min(1,script.Parent.Parent.Values.RPM.Value / (revEnd*1000))
end)
script.Parent.Parent.Values.Gear.Changed:connect(function()
local gearText = script.Parent.Parent.Values.Gear.Value
if gearText == 0 then gearText = "N"
elseif gearText == -1 then gearText = "R"
end
script.Parent.Gear.Text = gearText
end)
script.Parent.Parent.Values.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCS.Value then
script.Parent.TCS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.TCSActive.Value then
wait(2)
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
else
wait(2)
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = true
script.Parent.TCS.TextColor3 = Color3.new(1,0,0)
script.Parent.TCS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.Parent.Values.TCSActive.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
else
wait()
script.Parent.TCS.Visible = false
end
else
script.Parent.TCS.Visible = false
end
end)
script.Parent.TCS.Changed:connect(function()
if _Tune.TCSEnabled then
if script.Parent.Parent.Values.TCSActive.Value and script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = not script.Parent.TCS.Visible
elseif not script.Parent.Parent.Values.TCS.Value then
wait()
script.Parent.TCS.Visible = true
end
else
if script.Parent.TCS.Visible then
script.Parent.TCS.Visible = false
end
end
end)
script.Parent.Parent.Values.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABS.Value then
script.Parent.ABS.TextColor3 = Color3.new(1,170/255,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,170/255,0)
if script.Parent.Parent.Values.ABSActive.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = true
script.Parent.ABS.TextColor3 = Color3.new(1,0,0)
script.Parent.ABS.TextStrokeColor3 = Color3.new(1,0,0)
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.Parent.Values.ABSActive.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
else
wait()
script.Parent.ABS.Visible = false
end
else
script.Parent.ABS.Visible = false
end
end)
script.Parent.ABS.Changed:connect(function()
if _Tune.ABSEnabled then
if script.Parent.Parent.Values.ABSActive.Value and script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = not script.Parent.ABS.Visible
elseif not script.Parent.Parent.Values.ABS.Value then
wait()
script.Parent.ABS.Visible = true
end
else
if script.Parent.ABS.Visible then
script.Parent.ABS.Visible = false
end
end
end)
function PBrake()
script.Parent.PBrake.Visible = script.Parent.Parent.Values.PBrake.Value
end
script.Parent.Parent.Values.PBrake.Changed:connect(PBrake)
function Gear()
if script.Parent.Parent.Values.TransmissionMode.Value == "Auto" then
script.Parent.TMode.Text = "A/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,170/255,0)
elseif script.Parent.Parent.Values.TransmissionMode.Value == "Semi" then
script.Parent.TMode.Text = "S/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(0, 170/255, 127/255)
else
script.Parent.TMode.Text = "M/T"
script.Parent.TMode.BackgroundColor3 = Color3.new(1,85/255,.5)
end
end
script.Parent.Parent.Values.TransmissionMode.Changed:connect(Gear)
script.Parent.Parent.Values.Velocity.Changed:connect(function(property)
script.Parent.Speedo.Needle.Rotation =45 + 225 * math.min(1,UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude/UNITS[currentUnits].maxSpeed)
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
script.Parent.Speed.MouseButton1Click:connect(function()
if currentUnits==#UNITS then
currentUnits = 1
else
currentUnits = currentUnits+1
end
for i,v in pairs(script.Parent.Speedo:GetChildren()) do
v.Visible=v.Name==UNITS[currentUnits].units or v.Name=="Needle" or v.Name=="lns"
end
script.Parent.Speed.Text = math.floor(UNITS[currentUnits].scaling*script.Parent.Parent.Values.Velocity.Value.Magnitude) .. " "..UNITS[currentUnits].units
end)
wait(0)
Gear()
PBrake()
|
-- elseif EntityData.All[equippedTool.name] and EntityData.All[equippedTool.name].netLevel then
-- if targetPart.Parent:IsA("Model") and targetPart.Parent ~= workspace then
-- if EntityData.All[targetPart.Parent.Name] and EntityData.All[targetPart.Parent.Name].netLevel <= EntityData.All[equippedTool.name].netLevel and
--(targetPart.Position - player.Character.PrimaryPart.Position).magnitude <= 15 then
-- GiveItemToPlayer(targetPart.Parent.Name, player)
-- targetPart.Parent:Destroy()
-- end
-- end
-- elseif equippedTool.Name == "" then -- insert here
-- else -- if equippedTool doesn't match anything
|
--end
end)
|
-- print("Wha " .. pose)
|
stopAllAnimations()
amplitude = 0.1
frequency = 1
setAngles = true
end
--if (setAngles) then
-- local desiredAngle = amplitude * math.sin(time * frequency)
-- RightShoulder:SetDesiredAngle(desiredAngle + climbFudge)
-- LeftShoulder:SetDesiredAngle(desiredAngle - climbFudge)
-- RightHip:SetDesiredAngle(-desiredAngle)
-- LeftHip:SetDesiredAngle(-desiredAngle)
--end
-- Tool Animation handling
local tool = getTool()
if tool and tool:FindFirstChild("Handle") then
local animStringValueObject = getToolAnim(tool)
if animStringValueObject then
toolAnim = animStringValueObject.Value
-- message recieved, delete StringValue
animStringValueObject.Parent = nil
toolAnimTime = time + .3
end
if time > toolAnimTime then
toolAnimTime = 0
toolAnim = "None"
end
animateTool()
else
stopToolAnimations()
toolAnim = "None"
toolAnimInstance = nil
toolAnimTime = 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
elseif cam == ("freeplr") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Attach")
cam = ("lockplr")
Camera.FieldOfView = 45
elseif cam == ("lockplr") then
Camera.CameraSubject = carSeat
Camera.CameraType = ("Custom")
cam = ("car")
Camera.FieldOfView = 70
end
elseif key == "u" then --Window controls
if windows == false then
winfob.Visible = true
windows = true
else windows = false
winfob.Visible = false
end
elseif key == "[" then -- volume down
if carSeat.Parent.MP.Volume.Value > 0 then
carSeat.Parent.MP.Volume.Value = carSeat.Parent.MP.Volume.Value - 2
end
elseif key == "]" then -- volume up
if carSeat.Parent.MP.Volume.Value < 100 then
carSeat.Parent.MP.Volume.Value = carSeat.Parent.MP.Volume.Value + 2
end
end
end)
winfob.FL.Lock.MouseButton1Click:connect(function() --Window
if carSeat.WindowFL.Value == false then
carSeat.WindowFL.Value = true
carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle - 0.20
else carSeat.WindowFL.Value = false
carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FL.Window.SS.Motor.DesiredAngle + 0.20
end
end)
winfob.FR.Lock.MouseButton1Click:connect(function() --Window
if carSeat.WindowFR.Value == false then
carSeat.WindowFR.Value = true
carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle + 0.20
else carSeat.WindowFR.Value = false
carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.FR.Window.SS.Motor.DesiredAngle - 0.20
end
end)
winfob.RL.Lock.MouseButton1Click:connect(function() --Window
if carSeat.WindowRL.Value == false then
carSeat.WindowRL.Value = true
carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle - 0.20
else carSeat.WindowRL.Value = false
carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RL.Window.SS.Motor.DesiredAngle + 0.20
end
end)
winfob.RR.Lock.MouseButton1Click:connect(function() --Window
if carSeat.WindowRR.Value == false then
carSeat.WindowRR.Value = true
carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle + 0.20
else carSeat.WindowRR.Value = false
carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle = carSeat.Parent.Misc.RR.Window.SS.Motor.DesiredAngle - 0.20
end
end)
HUB.Limiter.MouseButton1Click:connect(function() --Ignition
if carSeat.IsOn.Value == false then
carSeat.IsOn.Value = true
carSeat.Startup:Play()
wait(1)
else
carSeat.IsOn.Value = false
end
end)
TR.SN.MouseButton1Click:connect(function() --Show tracker names
script.Parent.Names.Value = true
end)
TR.HN.MouseButton1Click:connect(function() --Hide tracker names
script.Parent.Names.Value = false
end)
carSeat.Indicator.Changed:connect(function()
if carSeat.Indicator.Value == true then
script.Parent.Indicator:Play()
else
script.Parent.Indicator2:Play()
end
end)
carSeat.LI.Changed:connect(function()
if carSeat.LI.Value == true then
carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = true
script.Parent.HUB.Left.Visible = true
else
carSeat.Parent.Body.Dash.DashSc.G.Left.Visible = false
script.Parent.HUB.Left.Visible = false
end
end)
carSeat.RI.Changed:connect(function()
if carSeat.RI.Value == true then
carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = true
script.Parent.HUB.Right.Visible = true
else
carSeat.Parent.Body.Dash.DashSc.G.Right.Visible = false
script.Parent.HUB.Right.Visible = false
end
end)
carSeat.Parent.MP.Volume.Changed:connect(function()
INFO.Music.Volume.Text = (carSeat.Parent.MP.Volume.Value*10).."%"
end)
while wait() do
carSeat.Parent.Body.Dash.DashSc.G.Time.Text = game.Lighting.TimeOfDay
carSeat.Parent.Body.Dash.Scr.G.Time.Text = game.Lighting.TimeOfDay
carSeat.Parent.Body.Dash.DashSc.G.Speed.Text = math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88)))
if game.ReplicatedStorage:FindFirstChild("WeatherResources") ~= nil then
carSeat.Parent.Body.Dash.Scr.G.Temperature.Text = game.ReplicatedStorage.WeatherResources.Weather.Current.Temperature.Value
carSeat.Parent.Body.Dash.Scr.G.Weather.Text = game.ReplicatedStorage.WeatherResources.Weather.Current.Weather.Value
elseif game.ReplicatedStorage:FindFirstChild("WeatherResources") == nil then
carSeat.Parent.Body.Dash.Scr.G.Temperature.Text = ":("
carSeat.Parent.Body.Dash.Scr.G.Weather.Text = "TTP Plugin not found"
end
end
|
--[[Weight and CG]]
|
Tune.Weight = 5000 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]] 6 ,
--[[Height]] 3.5 ,
--[[Length]] 14 }
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 -- 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
|
-- Set whether BubbleChat is enabled
|
function GuiController:setBubbleChatEnabled(bubbleChatEnabled: boolean)
Chat.BubbleChatEnabled = bubbleChatEnabled
end
|
--outdoor ambieant
|
local var
local amplitudeO = 90
local offsetO = 100
|
-- Teleport variables
|
local START_AREA = game.Workspace.StartSpawn
local RIDE_PLATFORM = game.Workspace.Cart
local activePlayers = {}
local function equipTool(player, equip)
local character = player.Character
if character and character.Humanoid then
local humanoid = character.Humanoid
if equip then
local weaponCopy = blasterWeapon:Clone()
weaponCopy.Parent = player.Backpack
humanoid:EquipTool(weaponCopy)
else
humanoid:UnequipTools()
for _, item in ipairs(player.Backpack:GetChildren()) do
if item.Name == "Blaster" then
item:Destroy()
end
end
end
end
end
local function teleportPlayers(players, target, displayHUD)
for i, player in ipairs(players) do
-- Make sure the character exists and its HumanoidRootPart exists
if player.Character and player.Character:FindFirstChild("HumanoidRootPart") then
-- Add an offset of 5 for each character
player.Character.HumanoidRootPart.CFrame = target.CFrame + Vector3.new(0, i * 5, 0)
ToggleRideHUD:FireClient(player, displayHUD)
equipTool(player, displayHUD)
end
end
end
function PlayerManager:getNumberOfPlayers()
return #activePlayers
end
function PlayerManager:displayEndScreen(whatStatus, transitionTime)
for i, player in ipairs(activePlayers) do
ClientEndGame:FireClient(player, whatStatus, transitionTime)
end
end
function PlayerManager:addPlayerToGame(player)
if not table.find(activePlayers, player) then
table.insert(activePlayers, player)
RideQueueUpdate:FireClient(player, "IN_QUEUE")
end
end
function PlayerManager:movePlayersToGame()
local target = RIDE_PLATFORM.PrimaryPart
teleportPlayers(activePlayers, target, true)
end
function PlayerManager:removePlayersFromGame()
local target = START_AREA
teleportPlayers(activePlayers, target, false)
activePlayers = {}
end
return PlayerManager
|
-- LIGHT SETTINGS
--[[
LIGHT TYPES:
- Halogen
- LED
]]
|
--
local Low_Beam_Brightness = 2.25
local High_Beam_Brightness = 3.15
local Fog_Light_Brightness = 1.75
local Rear_Light_Brightness = 1.5
local Brake_Light_Brightness = 2.5
local Reverse_Light_Brightness = 1
local Headlight_Type = "Halogen"
local Indicator_Type = "Halogen"
local Fog_Light_Type = "Halogen"
local Plate_Light_Type = "Halogen"
local Rear_Light_Type = "Halogen"
local Reverse_Light_Type = "Halogen"
local Running_Light_Location = "Low Beam / Indicators" -- Where your running lights will luminate. ("Low Beam / Indicators" and "Low Beam". LED DRLS or any DRL in a differnet position go in the Running model, change the string to "Custom DRL")
local Fade_Time = 0.35 -- How long it takes for the light to fully turn on. (works only with Halogen, default is 0.35 seconds)
local Indicator_Flash_Rate = 0.3 -- Rate of change between each indicator state. (in seconds)
local Popup_Hinge_Angle = -0.75 -- Changes the angle of your popup headlights. (only use if your car has popups)
local Auto_Lights = true -- Enables the automatic turning on or off of the lights based on the time of day. (Not Working Yet)
|
--local humanoid = hit.Parent:findFirstChild("Humanoid")
-- if math.random(1,100)==1 and humanoid==nil then
-- hit:BreakJoints()
-- end
|
if hit.Name~=ball.Name and exploded==false then
exploded=true
local ballp=ball.Position
explode()
wait()
ball:Destroy()
if hit.Parent and hit.Parent:FindFirstChildWhichIsA("Humanoid") then
hit.Parent.Humanoid:TakeDamage(math.random(12,16))
end
--else
-- local ricochetpart = Instance.new("Part")
-- ricochetpart.Position = ballp
-- ricochetpart.Anchored = true
-- ricochetpart.CanCollide = false
-- ricochetpart.Transparency = 1
-- ricochetpart.Size = Vector3.new(0.1,0.1,0.1)
-- ricochetpart.Parent = workspace
-- ricochetpart.Name = "ricochetpart"
-- --local ricochetpartsound = ricochetsound:Clone()
-- local ricochetpartsound = Instance.new("Sound")
-- ricochetpartsound.SoundId = ("rbxassetid://3727467442")
-- ricochetpartsound.Parent = ricochetpart
-- ricochetpartsound:Play()
-- game.Debris:AddItem(ricochetpart, 1)
--end
--explodebutdontdestroy()
--explode()
|
--[[
Function called upon entering the state
]]
|
function PlayerPostGame.enter(stateMachine, playerComponent)
end
|
--[[for x = 1, 50 do
s.Pitch = s.Pitch + 0.01
s:play()
wait(0.001)
end]]
|
for x = 50, 135 do
s:play()
wait(0.001)
end
for x = 50, 150 do
s.Pitch = s.Pitch - 0.0020
s:play()
wait(0.001)
end
wait()
end
|
--[[
Hi future me, I wonder how far you came since you edited this text. Treat urself with the 20 dollars under the monitor ur
welcome
--]]
| |
--edit the function below to return true when you want this response/prompt to be valid
--player is the player speaking to the dialogue, and dialogueFolder is the object containing the dialogue data
|
return function(player, dialogueFolder)
local plrData = require(game.ReplicatedStorage.Source.Modules.Util):GetPlayerData(player)
return plrData.Classes.Base.Scholar.Obtained.Value ~= true
end
|
-- Creates a new timer and keeps track of it's time in the timeLeft value
|
local gameTimer = Timer.new()
local DisplayValues = ReplicatedStorage:FindFirstChild("DisplayValues")
local TimeLeft = DisplayValues.TimeLeft
|
-- declarations
|
local Figure = script.Parent
local Torso = waitForChild(Figure, "Torso")
local RightShoulder = waitForChild(Torso, "Right Shoulder")
local LeftShoulder = waitForChild(Torso, "Left Shoulder")
local RightHip = waitForChild(Torso, "Right Hip")
local LeftHip = waitForChild(Torso, "Left Hip")
local Neck = waitForChild(Torso, "Neck")
local Humanoid = nil -- Hack to Animate a Humanoid, no mateer what Humanoid is .Named.
if true then
local list = Figure:GetChildren() -- temp var.
for x = 1, #list do
local temp = list[x]
if (temp.className == "Humanoid") then
Humanoid = temp.Name
end -- found Humanoid
end -- Parts
end -- Discard list
local Humanoid = Figure[Humanoid]
|
--[[
This module contains the various actions a user can perform with Selfie
Mode.
Each of these actions is rendered as a button along the ActionBar.
The `name` and `description` correspond to the text displayed in a tooltip
when hovering the action. The `icon` is the default image for the button,
and `activeIcon` is what is used when the action is in an "active" state
]]
|
local enums = require(script.enums)
local types = require(script.types)
export type Action = types.Action
export type State = types.State
return {
-- Enums
Action = enums.Action,
-- Functions
getAction = require(script.getAction),
actionToggled = require(script.Actions.actionToggled),
actionActivated = require(script.Actions.actionActivated),
actionDeactivated = require(script.Actions.actionDeactivated),
filterChanged = require(script.Actions.filterChanged),
poseChanged = require(script.Actions.poseChanged),
isActionActive = require(script.Selectors.isActionActive),
getActiveSubAction = require(script.Selectors.getActiveSubAction),
reducer = require(script.reducer),
-- Action definitions
actions = require(script.Definitions),
}
|
--script:WaitForChild('FootstepSounds').Parent = sounds
|
local materials = script.Parent:WaitForChild('FootstepSounds')
local plr = script.Parent
repeat wait() until plr
local char = plr
local hum = char.Humanoid
local hrp = hum.RootPart
local walking
hum.Running:connect(function(speed)
if speed > hum.WalkSpeed/2 then
walking = true
else
walking = false
end
end)
function getMaterial()
local material = script.Parent.Head.Footstep
end
local lastmat
local debounce = false
runtime.Heartbeat:connect(function()
if walking and debounce == false then
local material = getMaterial()
if material ~= lastmat and lastmat ~= nil then
materials[lastmat].Playing = false
end
local materialSound = materials[material]:Clone()
materialSound.Playing = true
lastmat = material
debounce = true
wait(1.5)
debounce = false
materialSound:Destroy()
else
for _,sound in pairs(materials:GetChildren()) do
sound.Playing = false
end
end
end)
|
--//Client Animations
|
IdleAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).RightPos}):Play() -- require(script).FakeRightPos (For fake arms) | require(script).RightArmPos (For real arms)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = require(script.Parent.Settings).LeftPos}):Play() -- require(script).FakeLeftPos (For fake arms) | require(script).LeftArmPos (For real arms)
end;
StanceDown = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.3)
end;
StanceUp = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -1.85, -1.25) * CFrame.Angles(math.rad(-160), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(.8,-0.6,-1.15) * CFrame.Angles(math.rad(-170),math.rad(60),math.rad(15))}):Play()
wait(0.3)
end;
Patrol = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.75, -.9, -1.6) * CFrame.Angles(math.rad(-80), math.rad(-70), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.75,0.75,-1) * CFrame.Angles(math.rad(-90),math.rad(-45),math.rad(-25))}):Play()
wait(0.3)
end;
SprintAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.3)
end;
EquipAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0),{C1 = CFrame.new(1.2,-0.05,-1.65) * CFrame.Angles(math.rad(-90),math.rad(35),math.rad(-25))}):Play()
wait(0.1)
objs[5].Handle:WaitForChild("AimUp"):Play()
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).RightPos}):Play()
ts:Create(objs[3],TweenInfo.new(0.5),{C1 = require(script.Parent.Settings).LeftPos}):Play()
wait(0.5)
end;
ZoomAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2, 0.21, 0)*CFrame.Angles(0, 0, math.rad(90))*CFrame.new(0.225, -0.75, 0)}):Play()
wait(0.3)
end;
UnZoomAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0),{C1 = CFrame.new(-.875, -0.2, -1.25) * CFrame.Angles(math.rad(-60), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.25, -1.1, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.65, -0.7, -1)*CFrame.Angles(math.rad(-180), 0, 0)*CFrame.Angles(0, 0, math.rad(30))}):Play()
ts:Create(objs[5].g33:WaitForChild("g33"),TweenInfo.new(0.3),{C1 = CFrame.new()}):Play()
wait(0.3)
end;
ChamberAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, 0.165, -1.5) * CFrame.Angles(math.rad(-115), math.rad(-10), math.rad(10))}):Play()
ts:Create(objs[3],TweenInfo.new(0.35),{C1 = CFrame.new(-0.15,0.05,-1.2) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
wait(0.35)
objs[5].Bolt:WaitForChild("SlidePull"):Play()
ts:Create(objs[3],TweenInfo.new(0.25),{C1 = CFrame.new(-0.15,-0.275,-1.175) * CFrame.Angles(math.rad(-120),math.rad(15),math.rad(15))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].BoltExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.25),{C0 = CFrame.new(objs[6].SlideExtend) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
end;
ChamberBKAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, -0.465, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.1,-0.15,-1.115) * CFrame.Angles(math.rad(-110),math.rad(25),math.rad(0))}):Play()
wait(0.3)
objs[5].Bolt:WaitForChild("SlideRelease"):Play()
ts:Create(objs[3],TweenInfo.new(0.15),{C1 = CFrame.new(0.1,-0.15,-1.025) * CFrame.Angles(math.rad(-100),math.rad(30),math.rad(0))}):Play()
ts:Create(objs[5].Handle:WaitForChild("Bolt"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
ts:Create(objs[5].Handle:WaitForChild("Slide"),TweenInfo.new(0.1),{C0 = CFrame.new(0,0,0) * CFrame.Angles(0,math.rad(0),0)}):Play()
wait(0.15)
end;
CheckAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(.35)
local MagC = objs[5]:WaitForChild("Mag"):clone()
objs[5].Mag.Transparency = 1
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagOut"):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(0.15,0.475,-1.5) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(0))}):Play()
wait(1.5)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.45,0.475,-2.05) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
wait(0.3)
end;
ShellInsertAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-115), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.55,-0.4,-1.15) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
wait(0.3)
objs[5].Handle:WaitForChild("ShellInsert"):Play()
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.975, -0.365, -1.2) * CFrame.Angles(math.rad(-110), math.rad(-2), math.rad(9))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(1.6,-0.3,-1.1) * CFrame.Angles(math.rad(-100),math.rad(70),math.rad(-41))}):Play()
objs[6].Value = objs[6].Value - 1
objs[7].Value = objs[7].Value + 1
wait(0.3)
end;
ReloadAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()
objs[5].Mag.Transparency = 1
objs[5].Handle:WaitForChild("MagOut"):Play()
local MagC = objs[5]:WaitForChild("Mag"):clone()
MagC.Parent = objs[5]
MagC.Name = "MagC"
MagC.Transparency = 0
local MagCW = Instance.new("Motor6D")
MagCW.Part0 = MagC
MagCW.Part1 = objs[3].Parent.Parent:WaitForChild("Left Arm")
MagCW.Parent = MagC
MagCW.C1 = MagC.CFrame:toObjectSpace(objs[3].Parent.Parent:WaitForChild("Left Arm").CFrame)
ts:Create(MagCW,TweenInfo.new(0),{C0 = CFrame.new(-0.2, 0.5, -0.75) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0))}):Play()
wait(1.5)
ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.4),{C1 = CFrame.new(-0.5,0.475,-1.6) * CFrame.Angles(math.rad(-100),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
ts:Create(objs[2],TweenInfo.new(0.1),{C1 = CFrame.new(-0.875, 0, -1.125) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
MagC:Destroy()
objs[5].Mag.Transparency = 0
if (objs[6].Value - (objs[8].Ammo - objs[7].Value)) < 0 then
objs[7].Value = objs[7].Value + objs[6].Value
objs[6].Value = 0
--Evt.Recarregar:FireServer(objs[5].Value)
elseif objs[7].Value <= 0 then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
objs[9] = false
elseif objs[7].Value > 0 and objs[9] and objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value) - 1
--objs[10].Recarregar:FireServer(objs[6].Value)
objs[7].Value = objs[8].Ammo + 1
elseif objs[7].Value > 0 and objs[9] and not objs[8].IncludeChamberedBullet then
objs[6].Value = objs[6].Value - (objs[8].Ammo - objs[7].Value)
--Evt.Recarregar:FireServer(objs[5].Value)
objs[7].Value = objs[8].Ammo
end
wait(0.55)
end;
GLReloadAnim = function(char, speed, objs)
ts:Create(objs[2],TweenInfo.new(0.3),{C1 = CFrame.new(-0.875, 0, -1.25) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.2,1.25,-1.9) * CFrame.Angles(math.rad(-110),math.rad(0),math.rad(7.5))}):Play()
ts:Create(objs[5].Launcher:WaitForChild("Launcher"),TweenInfo.new(0.3),{C1 = CFrame.new(0,0,-0.65) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))}):Play()
objs[5].Handle:WaitForChild("MagOut"):Play()
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(0,0,-0.6) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))}):Play()
wait(0.1)
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(0,0,-0.4) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))}):Play()
wait(0.1)
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(0,-0.75,-0.35) * CFrame.Angles(math.rad(30),math.rad(0),math.rad(0))}):Play()
wait(0.1)
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(0,-1.50,-0.75) * CFrame.Angles(math.rad(60),math.rad(0),math.rad(0))}):Play()
wait(0.1)
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(0,-2.50,-1.50) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))}):Play()
wait(0.1)
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(-2,-2.50,2) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(0))}):Play()
wait(0.4)
ts:Create(objs[2],TweenInfo.new(0.5),{C1 = CFrame.new(-0.875, 0, -1.35) * CFrame.Angles(math.rad(-100), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.6),{C1 = CFrame.new(1.195,1.4,-0.5) * CFrame.Angles(math.rad(0),math.rad(25),math.rad(0))}):Play()
wait(0.9)
ts:Create(objs[2],TweenInfo.new(0.4),{C1 = CFrame.new(-0.875, 0, -1.15) * CFrame.Angles(math.rad(-95), math.rad(-2), math.rad(7.5))}):Play()
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.2,0.9,-1.75) * CFrame.Angles(math.rad(-110),math.rad(0),math.rad(7.5))}):Play()
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.235,-0.215,-0.05) * CFrame.Angles(math.rad(15),math.rad(0),math.rad(0))}):Play()
wait(0.45)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.2,0.9,-1.75) * CFrame.Angles(math.rad(-110),math.rad(0),math.rad(7.5))}):Play()
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(-0.2,-0.275,-0.0) * CFrame.Angles(math.rad(15),math.rad(0),math.rad(0))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.275,1.4,-1.75) * CFrame.Angles(math.rad(-110),math.rad(0),math.rad(7.5))}):Play()
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(0,0,-0.25) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.275,1.4,-1.95) * CFrame.Angles(math.rad(-110),math.rad(0),math.rad(7.5))}):Play()
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(0,0,-0.45) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))}):Play()
wait(0.3)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.275,1.4,-2.15) * CFrame.Angles(math.rad(-110),math.rad(0),math.rad(7.5))}):Play()
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(0,0,-0.65) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))}):Play()
wait(0.7)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.2,1.4,-1.75) * CFrame.Angles(math.rad(-110),math.rad(0),math.rad(7.5))}):Play()
wait(0.5)
ts:Create(objs[3],TweenInfo.new(0.3),{C1 = CFrame.new(-0.2,0.95,-1.75) * CFrame.Angles(math.rad(-110),math.rad(0),math.rad(7.5))}):Play()
ts:Create(objs[5].Launcher:WaitForChild("Launcher"),TweenInfo.new(0.3),{C1 = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))}):Play()
ts:Create(objs[5].Shell:WaitForChild("Shell"),TweenInfo.new(0.3),{C1 = CFrame.new(0,0,0) * CFrame.Angles(math.rad(0),math.rad(0),math.rad(0))}):Play()
objs[5].Handle:WaitForChild("MagIn"):Play()
wait(0.65)
end;
|
--[[ The Module ]]
|
--
local BaseCharacterController = require(script.Parent:WaitForChild("BaseCharacterController"))
local Keyboard = setmetatable({}, BaseCharacterController)
Keyboard.__index = Keyboard
function Keyboard.new(CONTROL_ACTION_PRIORITY)
local self = setmetatable(BaseCharacterController.new(), Keyboard)
self.CONTROL_ACTION_PRIORITY = CONTROL_ACTION_PRIORITY
self.textFocusReleasedConn = nil
self.textFocusGainedConn = nil
self.windowFocusReleasedConn = nil
self.forwardValue = 0
self.backwardValue = 0
self.leftValue = 0
self.rightValue = 0
self.jumpEnabled = true
return self
end
function Keyboard:Enable(enable)
if not UserInputService.KeyboardEnabled then
return false
end
if enable == self.enabled then
-- Module is already in the state being requested. True is returned here since the module will be in the state
-- expected by the code that follows the Enable() call. This makes more sense than returning false to indicate
-- no action was necessary. False indicates failure to be in requested/expected state.
return true
end
self.forwardValue = 0
self.backwardValue = 0
self.leftValue = 0
self.rightValue = 0
self.moveVector = ZERO_VECTOR3
self.jumpRequested = false
self:UpdateJump()
if enable then
self:BindContextActions()
self:ConnectFocusEventListeners()
else
self:UnbindContextActions()
self:DisconnectFocusEventListeners()
end
self.enabled = enable
return true
end
function Keyboard:UpdateMovement(inputState)
if inputState == Enum.UserInputState.Cancel then
self.moveVector = ZERO_VECTOR3
else
self.moveVector = Vector3.new(self.leftValue + self.rightValue, 0, self.forwardValue + self.backwardValue)
end
end
function Keyboard:UpdateJump()
self.isJumping = self.jumpRequested
end
function Keyboard:BindContextActions()
-- Note: In the previous version of this code, the movement values were not zeroed-out on UserInputState. Cancel, now they are,
-- which fixes them from getting stuck on.
-- We return ContextActionResult.Pass here for legacy reasons.
-- Many games rely on gameProcessedEvent being false on UserInputService.InputBegan for these control actions.
local handleMoveForward = function(actionName, inputState, inputObject)
self.forwardValue = (inputState == Enum.UserInputState.Begin) and -1 or 0
self:UpdateMovement(inputState)
return Enum.ContextActionResult.Pass
end
local handleMoveBackward = function(actionName, inputState, inputObject)
self.backwardValue = (inputState == Enum.UserInputState.Begin) and 1 or 0
self:UpdateMovement(inputState)
return Enum.ContextActionResult.Pass
end
local handleMoveLeft = function(actionName, inputState, inputObject)
self.leftValue = (inputState == Enum.UserInputState.Begin) and -1 or 0
self:UpdateMovement(inputState)
return Enum.ContextActionResult.Pass
end
local handleMoveRight = function(actionName, inputState, inputObject)
self.rightValue = (inputState == Enum.UserInputState.Begin) and 1 or 0
self:UpdateMovement(inputState)
return Enum.ContextActionResult.Pass
end
local handleJumpAction = function(actionName, inputState, inputObject)
self.jumpRequested = self.jumpEnabled and (inputState == Enum.UserInputState.Begin)
self:UpdateJump()
return Enum.ContextActionResult.Pass
end
-- TODO: Revert to KeyCode bindings so that in the future the abstraction layer from actual keys to
-- movement direction is done in Lua
ContextActionService:BindActionAtPriority("moveForwardAction", handleMoveForward, false,
self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterForward)
ContextActionService:BindActionAtPriority("moveBackwardAction", handleMoveBackward, false,
self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterBackward)
ContextActionService:BindActionAtPriority("moveLeftAction", handleMoveLeft, false,
self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterLeft)
ContextActionService:BindActionAtPriority("moveRightAction", handleMoveRight, false,
self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterRight)
ContextActionService:BindActionAtPriority("jumpAction", handleJumpAction, false,
self.CONTROL_ACTION_PRIORITY, Enum.PlayerActions.CharacterJump)
end
function Keyboard:UnbindContextActions()
ContextActionService:UnbindAction("moveForwardAction")
ContextActionService:UnbindAction("moveBackwardAction")
ContextActionService:UnbindAction("moveLeftAction")
ContextActionService:UnbindAction("moveRightAction")
ContextActionService:UnbindAction("jumpAction")
end
function Keyboard:ConnectFocusEventListeners()
local function onFocusReleased()
self.moveVector = ZERO_VECTOR3
self.forwardValue = 0
self.backwardValue = 0
self.leftValue = 0
self.rightValue = 0
self.jumpRequested = false
self:UpdateJump()
end
local function onTextFocusGained(textboxFocused)
self.jumpRequested = false
self:UpdateJump()
end
self.textFocusReleasedConn = UserInputService.TextBoxFocusReleased:Connect(onFocusReleased)
self.textFocusGainedConn = UserInputService.TextBoxFocused:Connect(onTextFocusGained)
self.windowFocusReleasedConn = UserInputService.WindowFocused:Connect(onFocusReleased)
end
function Keyboard:DisconnectFocusEventListeners()
if self.textFocusReleasedCon then
self.textFocusReleasedCon:Disconnect()
self.textFocusReleasedCon = nil
end
if self.textFocusGainedConn then
self.textFocusGainedConn:Disconnect()
self.textFocusGainedConn = nil
end
if self.windowFocusReleasedConn then
self.windowFocusReleasedConn:Disconnect()
self.windowFocusReleasedConn = nil
end
end
return Keyboard
|
-- Decompiled with the Synapse X Luau decompiler.
|
client = nil;
service = nil;
return function(p1)
local v1 = client.UI.Make("Window", {
Name = "CreateCard",
Title = "Create Card",
Size = { 400, 330 },
AllowMultiple = false,
OnClose = function()
end
});
if v1 then
v1:Add("TextLabel", {
Text = "List Name: ",
BackgroundTransparency = 1,
Size = UDim2.new(0, 80, 0, 30),
Position = UDim2.new(0, 10, 0, 10),
TextXAlignment = "Right"
}):Copy("TextLabel", {
Text = "Card Name: ",
Position = UDim2.new(0, 10, 0, 50)
}):Copy("TextLabel", {
Text = "Card Desc: ",
Position = UDim2.new(0, 10, 0, 90)
});
local v2 = v1:Add("TextBox", {
Text = "",
BackgroundTransparency = 0.5,
Position = UDim2.new(0, 90, 0, 10),
Size = UDim2.new(1, -100, 0, 30),
BackgroundColor3 = v1.BackgroundColor3:lerp(Color3.new(1, 1, 1), 0.2),
TextWrapped = true
});
local v3 = {
Text = "Create",
Size = UDim2.new(0, 70, 0, 30),
Position = UDim2.new(0, 10, 1, -40)
};
local u1 = false;
local u2 = v2:Copy("TextBox", {
Position = UDim2.new(0, 90, 0, 50)
});
local u3 = v2:Copy("TextBox", {
Position = UDim2.new(0, 90, 0, 90),
Size = UDim2.new(1, -100, 1, -100)
});
function v3.OnClick()
if not u1 then
u1 = true;
v1:Destroy();
client.Remote.Send("TrelloOperation", {
Action = "MakeCard",
List = v2.Text,
Name = u2.Text,
Desc = u3.Text
});
end;
end;
local v4 = v1:Add("TextButton", v3);
local l__gTable__5 = v1.gTable;
v1:Ready();
end;
end;
|
--[[
Returns the item prefab matching the given itemId and category, and
errors if it doesn't exist. itemId must match the name of the
item prefab.
--]]
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local ContainerByCategory = require(ReplicatedStorage.Source.SharedConstants.ContainerByCategory)
local ItemCategory = require(ReplicatedStorage.Source.SharedConstants.ItemCategory)
|
--[[
Server Module
--]]
|
local Settings = { --, not ; ? | server module!!
BulletHoleTexture = 'http://www.roblox.com/asset/?id=64291961'
,Damage = {35, 45}
,OneHanded = false --DONT USE YET
,FakeArms = true
,FakeArmTransparency = 0
,RightPos = CFrame.new(-1,0.7,0.45) * CFrame.Angles(math.rad(-90), 0, 0)
,LeftPos = CFrame.new(0.8,0.8,0.3) * CFrame.Angles(math.rad(-90), math.rad(45), 0)
}
return Settings
|
--script.Parent.SS.Velocity = script.Parent.SS.CFrame.lookVector *script.Parent.Speed.Value
|
script.Parent.SSS.Velocity = script.Parent.SSS.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.T.Velocity = script.Parent.T.CFrame.lookVector *script.Parent.Speed.Value
|
-- Load tool completely
|
local Indicator = Tool:WaitForChild 'Loaded';
while not Indicator.Value do
Indicator.Changed:Wait();
end;
|
--[[ Private Functions ]]
|
--
local function disableButton()
JumpButton.Visible = false
OnInputEnded()
end
local function enableButton()
if Humanoid and ExternallyEnabled then
if ExternallyEnabled then
if Humanoid.JumpPower > 0 then
JumpButton.Visible = true
end
end
end
end
local function updateEnabled()
if JumpPower > 0 and JumpStateEnabled then
enableButton()
else
disableButton()
end
end
local function humanoidChanged(prop)
if prop == "JumpPower" then
JumpPower = Humanoid.JumpPower
updateEnabled()
elseif prop == "Parent" then
if not Humanoid.Parent then
HumChangeConnection:disconnect()
end
end
end
local function humandoidStateEnabledChanged(state, isEnabled)
if state == Enum.HumanoidStateType.Jumping then
JumpStateEnabled = isEnabled
updateEnabled()
end
end
local function characterAdded(newCharacter)
if HumChangeConnection then
HumChangeConnection:disconnect()
end
-- rebind event to new Humanoid
Humanoid = nil
repeat
Humanoid = MasterControl:GetHumanoid()
wait()
until Humanoid and Humanoid.Parent == newCharacter
HumChangeConnection = Humanoid.Changed:connect(humanoidChanged)
HumStateConnection = Humanoid.StateEnabledChanged:connect(humandoidStateEnabledChanged)
JumpPower = Humanoid.JumpPower
JumpStateEnabled = Humanoid:GetStateEnabled(Enum.HumanoidStateType.Jumping)
updateEnabled()
end
local function setupCharacterAddedFunction()
CharacterAddedConnection = LocalPlayer.CharacterAdded:connect(characterAdded)
if LocalPlayer.Character then
characterAdded(LocalPlayer.Character)
end
end
|
--[[Run]]
|
--Print Version
local ver=require(car["A-Chassis Tune"].README)
print("Novena: AC6T Loaded - Build "..ver)
--Runtime Loops
-- ~60 c/s
game["Run Service"].Stepped:connect(function()
--Steering
Steering()
--RPM
RPM()
--Suspension
if not workspace:PGSIsEnabled() and _Tune.SusEnabled then
Suspension()
end
--Power
Engine()
--Update External Values
_IsOn = script.Parent.IsOn.Value
_InControls = script.Parent.ControlsOpen.Value
script.Parent.Values.Gear.Value = _CGear
script.Parent.Values.RPM.Value = _RPM
script.Parent.Values.Boost.Value = (_Boost/2)*_TPsi
script.Parent.Values.Horsepower.Value = _HP
script.Parent.Values.HpNatural.Value = _NH
script.Parent.Values.HpBoosted.Value = _BH*(_Boost/2)
script.Parent.Values.Torque.Value = _HP * _Tune.EqPoint / _RPM
script.Parent.Values.TqNatural.Value = _NT
script.Parent.Values.TqBoosted.Value = _BT*(_Boost/2)
script.Parent.Values.TransmissionMode.Value = _TMode
script.Parent.Values.Throttle.Value = _GThrot*_GThrotShift
script.Parent.Values.Brake.Value = _GBrake
script.Parent.Values.SteerC.Value = _GSteerC*(1-math.min(car.DriveSeat.Velocity.Magnitude/_Tune.SteerDecay,1-(_Tune.MinSteer/100)))
script.Parent.Values.SteerT.Value = _GSteerT
script.Parent.Values.PBrake.Value = _PBrake
script.Parent.Values.TCS.Value = _TCS
script.Parent.Values.TCSActive.Value = _TCSActive
script.Parent.Values.TCSAmt.Value = 1-_TCSAmt
script.Parent.Values.ABS.Value = _ABS
script.Parent.Values.ABSActive.Value = _ABSActive
script.Parent.Values.MouseSteerOn.Value = _MSteer
script.Parent.Values.Velocity.Value = car.DriveSeat.Velocity
end)
--15 c/s
while wait(.0667) do
--Automatic Transmission
if _TMode == "Auto" then Auto() end
--Flip
if _Tune.AutoFlip then Flip() end
end
|
--local Oldtargpos = targpos
|
local OldPos = torsoPos * 2
local origin = CFrame.new(torsoPos)
local Logic = 0
local OldX = 100
local OldZ = 0
local Xdir = 100
local Zdir = 0
local ClimbingLadder = false
local FreeFalling = false
local GraphicsOn = script.GraphicsToggle.Value -- Only set at start
|
--- water
|
workspace.Terrain.WaterTransparency = 1
workspace.Terrain.WaterReflectance = 0.2
sky = script.Sky
sky.Parent = Lighting
local Blur = Instance.new("BlurEffect")
Blur.Parent = game.Lighting
Blur.Size = 25
wait(0.1)
Blur.Size = 24
wait(0.1)
Blur.Size = 23
wait(0.1)
Blur.Size = 22
wait(0.1)
Blur.Size = 21
wait(0.1)
Blur.Size = 20
wait(0.1)
Blur.Size = 19
wait(0.1)
Blur.Size = 18
wait(0.1)
Blur.Size = 17
wait(0.1)
Blur.Size = 16
wait(0.1)
Blur.Size = 15
wait(0.1)
Blur.Size = 14
wait(0.1)
Blur.Size = 13
wait(0.1)
Blur.Size = 12
wait(0.1)
Blur.Size = 11
wait(0.1)
Blur.Size = 10
wait(0.1)
Blur.Size = 9
wait(0.1)
Blur.Size = 8
wait(0.1)
Blur.Size = 7
wait(0.1)
Blur.Size = 6
wait(0.1)
Blur.Size = 5
wait(0.1)
Blur.Size = 4
wait(0.1)
Blur.Size = 3
wait(0.1)
Blur.Size = 2
wait(0.1)
Blur.Size = 1
wait(0.1)
Blur.Size = 0
print('Loading..Bloom')
wait(2)
print('Loading..Lens Flares')
print("Done!")
while wait(1) do
for i,v in pairs(game.Players:GetPlayers()) do
if v.PlayerGui:FindFirstChild("LensFlareGui") == nil then
gui = script.LensFlareGui:Clone()
gui.Parent = v.PlayerGui
end
end
end
|
------------------------------------------------------------------------
-- prepares error message for display, for limits exceeded
-- * used only in checklimit()
------------------------------------------------------------------------
|
function luaY:errorlimit(fs, limit, what)
local msg = (fs.f.linedefined == 0) and
string.format("main function has more than %d %s", limit, what) or
string.format("function at line %d has more than %d %s",
fs.f.linedefined, limit, what)
luaX:lexerror(fs.ls, msg, 0)
end
|
-- returns the angles needed to have the npc look at a target
|
local function lookAt(target)
local eye = (hrp.CFrame * CFrame.new(0, 3, 0)):pointToObjectSpace(target).unit;
local horizontal = -math.atan2(eye.x, -eye.z);
local vertical = math.asin(eye.y);
local goal = Vector3.new();
if not (math.abs(horizontal) > settings.horizontalRange or math.abs(vertical) > settings.verticalRange) then
local hsign, habs = math.sign(horizontal), math.abs(horizontal);
local hneck, hwaist = habs*0.5, habs*0.5;
if (hwaist > settings.maxHorizontalWaist) then
local remainder = hwaist - settings.maxHorizontalWaist;
hwaist = settings.maxHorizontalWaist;
hneck = math.clamp(hneck + remainder, 0, settings.maxHorizontalHead);
end
goal = Vector3.new(hsign*hneck, hsign*hwaist, vertical);
end
return goal;
end
|
--[[
* Reduce the number of edits by eliminating semantically trivial equalities.
* @param {Array.<Array.<number|string>>} diffs Array of diff tuples.
--]]
|
local function diff_cleanupSemantic(diffs: Array<Diff>)
local changes = false
local equalities = {} -- Stack of indices where equalities are found.
local equalitiesLength = 0 -- Keeping our own length var is faster.
local lastEquality = nil
-- Always equal to diffs[equalities[equalitiesLength]][2]
local pointer = 1 -- Index of current position.
-- Number of characters that changed prior to the equality.
local length_insertions1 = 0
local length_deletions1 = 0
-- Number of characters that changed after the equality.
local length_insertions2 = 0
local length_deletions2 = 0
while diffs[pointer] do
if diffs[pointer][1] == DIFF_EQUAL then -- Equality found.
equalitiesLength = equalitiesLength + 1
equalities[equalitiesLength] = pointer
length_insertions1 = length_insertions2
length_deletions1 = length_deletions2
length_insertions2 = 0
length_deletions2 = 0
lastEquality = diffs[pointer][2]
else -- An insertion or deletion.
if diffs[pointer][1] == DIFF_INSERT then
length_insertions2 = length_insertions2 + #diffs[pointer][2]
else
length_deletions2 = length_deletions2 + #diffs[pointer][2]
end
-- Eliminate an equality that is smaller or equal to the edits on both
-- sides of it.
if
lastEquality
and #lastEquality <= max(length_insertions1, length_deletions1)
and #lastEquality <= max(length_insertions2, length_deletions2)
then
-- Duplicate record.
tinsert(diffs, equalities[equalitiesLength], Diff.new(DIFF_DELETE, lastEquality))
-- Change second copy to insert.
diffs[equalities[equalitiesLength] + 1][1] = DIFF_INSERT
-- Throw away the equality we just deleted.
equalitiesLength = equalitiesLength - 1
-- Throw away the previous equality (it needs to be reevaluated).
equalitiesLength = equalitiesLength - 1
pointer = (equalitiesLength > 0) and equalities[equalitiesLength] or 0
length_insertions1, length_deletions1 = 0, 0 -- Reset the counters.
length_insertions2, length_deletions2 = 0, 0
lastEquality = nil
changes = true
end
end
pointer = pointer + 1
end
-- Normalize the diff.
if changes then
_diff_cleanupMerge(diffs)
end
_diff_cleanupSemanticLossless(diffs)
-- Find any overlaps between deletions and insertions.
-- e.g: <del>abcxxx</del><ins>xxxdef</ins>
-- -> <del>abc</del>xxx<ins>def</ins>
-- e.g: <del>xxxabc</del><ins>defxxx</ins>
-- -> <ins>def</ins>xxx<del>abc</del>
-- Only extract an overlap if it is as big as the edit ahead or behind it.
pointer = 2
while diffs[pointer] do
if diffs[pointer - 1][1] == DIFF_DELETE and diffs[pointer][1] == DIFF_INSERT then
local deletion = diffs[pointer - 1][2]
local insertion = diffs[pointer][2]
local overlap_length1 = _diff_commonOverlap(deletion, insertion)
local overlap_length2 = _diff_commonOverlap(insertion, deletion)
if overlap_length1 >= overlap_length2 then
if overlap_length1 >= #deletion / 2 or overlap_length1 >= #insertion / 2 then
-- Overlap found. Insert an equality and trim the surrounding edits.
tinsert(diffs, pointer, Diff.new(DIFF_EQUAL, strsub(insertion, 1, overlap_length1)))
diffs[pointer - 1][2] = strsub(deletion, 1, #deletion - overlap_length1)
diffs[pointer + 1][2] = strsub(insertion, overlap_length1 + 1)
pointer = pointer + 1
end
else
if overlap_length2 >= #deletion / 2 or overlap_length2 >= #insertion / 2 then
-- Reverse overlap found.
-- Insert an equality and swap and trim the surrounding edits.
tinsert(diffs, pointer, Diff.new(DIFF_EQUAL, strsub(deletion, 1, overlap_length2)))
diffs[pointer - 1] = { DIFF_INSERT, strsub(insertion, 1, #insertion - overlap_length2) }
diffs[pointer + 1] = { DIFF_DELETE, strsub(deletion, overlap_length2 + 1) }
pointer = pointer + 1
end
end
pointer = pointer + 1
end
pointer = pointer + 1
end
end
|
--DO NOT CHANGE ANYTHING INSIDE OF THIS SCRIPT BESIDES WHAT YOU ARE TOLD TO UNLESS YOU KNOW WHAT YOU'RE DOING OR THE SCRIPT WILL NOT WORK!!
|
local hitPart = script.Parent
local debounce = true
local tool = game.ServerStorage.Snowball-- Change "Sword" to the name of your tool, make sure your tool is in ServerStorage
hitPart.Touched:Connect(function(hit)
if debounce == true then
if hit.Parent:FindFirstChild("Humanoid") then
local plr = game.Players:FindFirstChild(hit.Parent.Name)
if plr then
debounce = false
hitPart.BrickColor = BrickColor.new("Bright red")
tool:Clone().Parent = plr.Backpack
wait(3) -- Change "3" to however long you want the player to have to wait before they can get the tool again
debounce = true
hitPart.BrickColor = BrickColor.new("Bright green")
end
end
end
end)
|
--
|
script.Parent.Handle2.Hinge1.Transparency = 0
script.Parent.Handle2.Interactive1.Transparency = 0
script.Parent.Handle2.Part1.Transparency = 0
|
-- Ring5 descending
|
for l = 1,#lifts5 do
if (lifts5[l].className == "Part") then
lifts5[l].BodyPosition.position = Vector3.new((lifts5[l].BodyPosition.position.x),(lifts5[l].BodyPosition.position.y-8),(lifts5[l].BodyPosition.position.z))
end
end
wait(0.1)
for p = 1,#parts5 do
parts5[p].CanCollide = false
end
wait(0.1)
wait(1)
localdeb.Value = false
foreigndeb.Value = false
end
end
script.Parent.Touched:connect(onTouched)
|
--Physics and maintaining height--
|
core.spawn(function()
while myHuman.Health > 0 do
if engineRunning then
flight.physics()
flight.maintainHeight(desiredHeight,target)
end
wait()
end
end)
|
--!strict
|
local function slice(str: string, startIndexStr: string | number, lastIndexStr: (string | number)?): string
local strLen, invalidBytePosition = utf8.len(str)
assert(strLen ~= nil, ("string `%s` has an invalid byte at position %s"):format(str, tostring(invalidBytePosition)))
local startIndex = tonumber(startIndexStr)
assert(typeof(startIndex) == "number", "startIndexStr should be a number")
if startIndex + strLen < 0 then
-- then |start index| is greater than string length
startIndex = 1
end
if startIndex > strLen then
return ""
end
-- if no last index length set, go to str length + 1
local lastIndex = strLen + 1
if lastIndexStr ~= nil then
-- ROBLOX FIXME: add parseInt to encapsulate this logic and use it here
local NaN = 0 / 0
lastIndex = tonumber(lastIndexStr) or NaN -- this works because 0 is truthy in Lua
end
assert(typeof(lastIndex) == "number", "lastIndexStr should convert to number")
if lastIndex > strLen then
lastIndex = strLen + 1
end
local startIndexByte = utf8.offset(str, startIndex)
-- get char length of charset retunred at offset
local lastIndexByte = utf8.offset(str, lastIndex) - 1
return string.sub(str, startIndexByte, lastIndexByte)
end
return slice
|
--RangeWarned
--* called when the server notifies that the client attempted
--* to start a dialogue that was too far away (ConversationDistance).
|
function Interface.RangeWarned()
end
|
--[[Transmission]]
|
Tune.TransModes = {"Auto", "Semi"} --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Manual" : Manual shifting with clutch
>Include within brackets
eg: {"Semi"} or {"Auto", "Manual"}
>First mode is default mode ]]
--Automatic Settings
Tune.AutoShiftMode = "Speed" --[[
[Modes]
"Speed" : Shifts based on wheel speed
"RPM" : Shifts based on RPM ]]
Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev)
Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev)
--Gear Ratios
Tune.FinalDrive = 3.06 -- Gearing determines top speed and wheel torque
Tune.Ratios = { -- Higher ratio = more torque, Lower ratio = higher top speed
--[[Reverse]] 3.70 , -- Copy and paste a ratio to add a gear
--[[Neutral]] 0 , -- Ratios can also be deleted
--[[ 1 ]] 3.53 , -- Reverse, Neutral, and 1st gear are required
--[[ 2 ]] 2.04 ,
--[[ 3 ]] 1.38 ,
--[[ 4 ]] 1.03 ,
--[[ 5 ]] 0.81 ,
--[[ 6 ]] 0.64 ,
}
Tune.FDMult = 1.5 -- Ratio multiplier (Change this value instead of FinalDrive if car is struggling with torque ; Default = 1)
|
-- 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 = OPCODE_RM[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 = string.match(err or '', '^(.-):(%d+):%s+(.+)')
local fmt = '%s:%i: [%s:%i] %s'
line = line or '0'
psrc = psrc or '?'
pline = pline or '0'
pmsg = pmsg or err or ''
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 < 18 then
if op < 8 then
if op < 3 then
if op < 1 then
--[[LOADNIL]]
for i = inst.A, inst.B do stack[i] = nil end
elseif op > 1 then
--[[GETUPVAL]]
local uv = upvs[inst.B]
stack[inst.A] = uv.store[uv.index]
else
--[[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 > 3 then
if op < 6 then
if op > 4 then
--[[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]
else
--[[GETGLOBAL]]
stack[inst.A] = env[inst.const]
end
elseif op > 6 then
--[[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]
else
--[[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
end
else --[[MOVE]]
stack[inst.A] = stack[inst.B]
end
elseif op > 8 then
if op < 13 then
if op < 10 then
--[[SETGLOBAL]]
env[inst.const] = stack[inst.A]
elseif op > 10 then
if op < 12 then
--[[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
--[[SETUPVAL]]
local uv = upvs[inst.B]
uv.store[uv.index] = stack[inst.A]
end
else
--[[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
elseif op > 13 then
if op < 16 then
if op > 14 then
--[[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, 0)
return wrap_lua_variadic(stack[A](unpack(stack, A + 1, A + params)))
else
--[[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 > 16 then
--[[NEWTABLE]]
stack[inst.A] = {}
else
--[[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
end
else
--[[LOADK]]
stack[inst.A] = inst.const
end
else
--[[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 > 18 then
if op < 28 then
if op < 23 then
if op < 20 then
--[[LEN]]
stack[inst.A] = #stack[inst.B]
elseif op > 20 then
if op < 22 then
--[[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, 0)
return size, vals
else
--[[CONCAT]]
local str = stack[inst.B]
for i = inst.B + 1, inst.C do str = str .. stack[i] end
stack[inst.A] = str
end
else
--[[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 > 23 then
if op < 26 then
if op > 24 then
--[[CLOSE]]
close_lua_upvalues(openupvs, inst.A)
else
--[[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 + code[pc].sBx end
pc = pc + 1
end
elseif op > 26 then
--[[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 + code[pc].sBx end
pc = pc + 1
else
--[[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
--[[LOADBOOL]]
stack[inst.A] = inst.B ~= 0
if inst.C ~= 0 then pc = pc + 1 end
end
elseif op > 28 then
if op < 33 then
if op < 30 then
--[[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 + code[pc].sBx end
pc = pc + 1
elseif op > 30 then
if op < 32 then
--[[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 == OPCODE_RM[0] then -- @MOVE
uvlist[i - 1] = open_lua_upvalue(openupvs, pseudo.B, stack)
elseif pseudo.op == OPCODE_RM[4] then -- @GETUPVAL
uvlist[i - 1] = upvs[pseudo.B]
end
end
pc = pc + nups
end
stack[inst.A] = wrap_lua_func(sub, env, uvlist)
else
--[[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
--[[UNM]]
stack[inst.A] = -stack[inst.B]
end
elseif op > 33 then
if op < 36 then
if op > 34 then
--[[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
--[[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 > 36 then
--[[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
else
--[[NOT]]
stack[inst.A] = not stack[inst.B]
end
else
--[[TEST]]
if (not stack[inst.A]) == (inst.C ~= 0) then pc = pc + 1 end
end
else
--[[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
end
else
--[[JMP]]
pc = pc + inst.sBx
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
|
-- This function is only called on clients
|
function BulletWeapon:simulateProjectile(firingPlayer, fireInfo, projectileIdx, randomGenerator)
local localPlayerInitiatedShot = self.player == Players.LocalPlayer
-- Retrieve config values
local bulletSpeed = self:getConfigValue("BulletSpeed", 1000)
local maxDistance = self:getConfigValue("MaxDistance", 2000)
local trailLength = self:getConfigValue("TrailLength", nil)
local trailLengthFactor = self:getConfigValue("TrailLengthFactor", 1)
local showEntireTrailUntilHit = self:getConfigValue("ShowEntireTrailUntilHit", false)
local gravityFactor = self:getConfigValue("GravityFactor", 0)
local minSpread = self:getConfigValue("MinSpread", 0)
local maxSpread = self:getConfigValue("MaxSpread", 0)
local shouldMovePart = self:getConfigValue("ShouldMovePart", false)
local explodeOnImpact = self:getConfigValue("ExplodeOnImpact", false)
local blastRadius = self:getConfigValue("BlastRadius", 8)
-- Cheat the origin of the shot back if gun tip in wall/object
if self.tipAttach ~= nil then
local tipCFrame = self.tipAttach.WorldCFrame
local tipPos = tipCFrame.Position
local tipDir = tipCFrame.LookVector
local amountToCheatBack = math.abs((self.instance:FindFirstChild("Handle").Position - tipPos):Dot(tipDir)) + 1
local gunRay = Ray.new(tipPos - tipDir.Unit * amountToCheatBack, tipDir.Unit * amountToCheatBack)
local hitPart, hitPoint = Roblox.penetrateCast(gunRay, self:getIgnoreList(localPlayerInitiatedShot))
if hitPart and math.abs((tipPos - hitPoint).Magnitude) > 0 then
fireInfo.origin = hitPoint - tipDir.Unit * 0.1
fireInfo.dir = tipDir.Unit
end
end
local origin, dir = fireInfo.origin, fireInfo.dir
dir = Roblox.applySpread(dir, randomGenerator, math.rad(minSpread), math.rad(maxSpread))
-- Initialize variables for visuals/particle effects
local bulletEffect = self.bulletEffectTemplate:Clone()
bulletEffect.CFrame = CFrame.new(origin, origin + dir)
bulletEffect.Parent = workspace.CurrentCamera
CollectionService:AddTag(bulletEffect, "WeaponsSystemIgnore")
local leadingParticles = bulletEffect:FindFirstChild("LeadingParticles", true)
local attachment0 = bulletEffect:FindFirstChild("Attachment0")
local trailParticles = nil
if attachment0 then
trailParticles = attachment0:FindFirstChild("TrailParticles")
end
local hitAttach = bulletEffect:FindFirstChild("HitEffect")
local hitParticles = bulletEffect:FindFirstChild("HitParticles", true)
local numHitParticles = self:getConfigValue("NumHitParticles", 3)
local hitSound = bulletEffect:FindFirstChild("HitSound", true)
local flyingSound = bulletEffect:FindFirstChild("Flying", true)
local muzzleFlashTime = self:getConfigValue("MuzzleFlashTime", 0.03)
local muzzleFlashShown = false
local beamThickness0 = self:getConfigValue("BeamWidth0", 1.5)
local beamThickness1 = self:getConfigValue("BeamWidth1", 1.8)
local beamFadeTime = self:getConfigValue("BeamFadeTime", nil)
-- Enable beam trails for projectile
local beam0 = bulletEffect:FindFirstChild("Beam0")
if beam0 then
beam0.Enabled = true
end
local beam1 = bulletEffect:FindFirstChild("Beam1")
if beam1 then
beam1.Enabled = true
end
-- Emit muzzle particles
local muzzleParticles = bulletEffect:FindFirstChild("MuzzleParticles", true)
local numMuzzleParticles = self:getConfigValue("NumMuzzleParticles", 50)
if muzzleParticles then
muzzleParticles.Parent.CFrame = CFrame.new(origin, origin + dir)
local numSteps = 5
for _ = 1, numSteps do
muzzleParticles.Parent.Velocity = Vector3.new(localRandom:NextNumber(-10, 10), localRandom:NextNumber(-10, 10), localRandom:NextNumber(-10, 10))
muzzleParticles:Emit(numMuzzleParticles / numSteps)
end
end
-- Show muzzle flash
if self.tipAttach and self.muzzleFlash0 and self.muzzleFlash1 and self.muzzleFlashBeam and projectileIdx == 1 then
local minFlashRotation, maxFlashRotation = self:getConfigValue("MuzzleFlashRotation0", -math.pi), self:getConfigValue("MuzzleFlashRotation1", math.pi)
local minFlashSize, maxFlashSize = self:getConfigValue("MuzzleFlashSize0", 1), self:getConfigValue("MuzzleFlashSize1", 1)
local flashRotation = localRandom:NextNumber(minFlashRotation, maxFlashRotation)
local flashSize = localRandom:NextNumber(minFlashSize, maxFlashSize)
local baseCFrame = self.tipAttach.CFrame * CFrame.Angles(0, 0, flashRotation)
self.muzzleFlash0.CFrame = baseCFrame * CFrame.new(flashSize * -0.5, 0, 0) * CFrame.Angles(0, math.pi, 0)
self.muzzleFlash1.CFrame = baseCFrame * CFrame.new(flashSize * 0.5, 0, 0) * CFrame.Angles(0, math.pi, 0)
self.muzzleFlashBeam.Enabled = true
self.muzzleFlashBeam.Width0 = flashSize
self.muzzleFlashBeam.Width1 = flashSize
muzzleFlashShown = true
end
-- Play projectile flying sound
if flyingSound then
flyingSound:Play()
end
-- Enable trail particles
if trailParticles then
trailParticles.Enabled = true
end
-- Set up parabola for projectile path
local parabola = Parabola.new()
parabola:setPhysicsLaunch(origin, dir * bulletSpeed, nil, 35 * -gravityFactor)
-- More samples for higher gravity since path will be more curved but raycasts can only be straight lines
if gravityFactor > 0.66 then
parabola:setNumSamples(3)
elseif gravityFactor > 0.33 then
parabola:setNumSamples(2)
else
parabola:setNumSamples(1)
end
-- Set up/initialize variables used in steppedCallback
local stepConn = nil
local pTravelDistance = 0 -- projected travel distance so far if projectile never stops
local startTime = tick()
local didHit = false
local stoppedMotion = false
local stoppedMotionAt = 0
local timeSinceStart = 0
local flyingVisualEffectsFinished = false -- true if all particle effects shown while projectile is flying are done
local visualEffectsFinishTime = math.huge
local visualEffectsLingerTime = 0 -- max time any visual effect needs to finish
if beamFadeTime then
visualEffectsLingerTime = beamFadeTime
end
local hitInfo = {
sid = fireInfo.id,
pid = projectileIdx,
maxDist = maxDistance,
part = nil,
p = nil,
n = nil,
m = Enum.Material.Air,
d = 1e9,
}
local steppedCallback = function(dt)
local now = tick()
timeSinceStart = now - startTime
local travelDist = bulletSpeed * dt -- distance projectile has travelled since last frame
trailLength = trailLength or travelDist * trailLengthFactor
-- Note: the next three variables are all in terms of distance from starting point (which should be tip of current weapon)
local projBack = pTravelDistance - trailLength -- furthest back part of projectile (including the trail effect, so will be the start of the trail effect if any)
local projFront = pTravelDistance -- most forward part of projectile
local maxDist = hitInfo.maxDist or 0 -- before it collides, this is the max distance the projectile can travel. After it collides, this is the hit point
-- This will make trailing beams render from tip of gun to wherever projectile is until projectile is destroyed
if showEntireTrailUntilHit then
projBack = 0
end
-- Validate projBack and projFront
projBack = math.clamp(projBack, 0, maxDist)
projFront = math.clamp(projFront, 0, maxDist)
if not didHit then
-- Check if bullet hit since last frame
local castProjBack, castProjFront = projFront, projFront + travelDist
parabola:setDomain(castProjBack, castProjFront)
local hitPart, hitPoint, hitNormal, hitMaterial, hitT = parabola:findPart(self.ignoreList)
if hitPart then
didHit = true
projFront = castProjBack + hitT * (castProjFront - castProjBack) -- set projFront to point along projectile arc where an object was hit
parabola:setDomain(projBack, projFront) -- update parabola domain to match new projFront
-- Update hitInfo
hitInfo.part = hitPart
hitInfo.p = hitPoint
hitInfo.n = hitNormal
hitInfo.m = hitMaterial
hitInfo.d = (hitPoint - origin).Magnitude
hitInfo.t = hitT
hitInfo.maxDist = projFront -- since the projectile hit, maxDist is now the hitPoint instead of maxDistance
-- Register hit on clients
self:onHit(hitInfo)
-- Notify the server that this projectile hit something from client that initiated the shot
-- Show hit indicators on gui of client that shot projectile
if localPlayerInitiatedShot then
local hitInfoClone = {}
for hitInfoKey, value in pairs(hitInfo) do
hitInfoClone[hitInfoKey] = value
end
self.weaponsSystem.getRemoteEvent("WeaponHit"):FireServer(self.instance, hitInfoClone)
end
-- Deal with all effects that start/stop/change on hit
-- Disable trail particles
if trailParticles then
trailParticles.Enabled = false
end
-- Stop bullet flying sound
if flyingSound and flyingSound.IsPlaying then
flyingSound:Stop()
end
-- Hide the actual projectile model
if bulletEffect then
bulletEffect.Transparency = 1
end
-- Stop emitting leading particles
if leadingParticles then
leadingParticles.Rate = 0
visualEffectsLingerTime = math.max(visualEffectsLingerTime, leadingParticles.Lifetime.Max)
end
-- Show the explosion on clients for explosive projectiles
if explodeOnImpact then
local explosion = Instance.new("Explosion")
explosion.Position = hitPoint + (hitNormal * 0.5)
explosion.BlastRadius = blastRadius
explosion.BlastPressure = 0 -- no blast pressure because the real explosion happens on server
explosion.ExplosionType = Enum.ExplosionType.NoCraters
explosion.DestroyJointRadiusPercent = 0
explosion.Visible = true
if localPlayerInitiatedShot then
-- Trigger hit indicators on client that initiated the shot if the explosion hit another player/humanoid
explosion.Hit:Connect(function(explodedPart, hitDist)
local humanoid = self.weaponsSystem.getHumanoid(explodedPart)
if humanoid and
explodedPart.Name == "UpperTorso" and
humanoid:GetState() ~= Enum.HumanoidStateType.Dead and
self.weaponsSystem.gui and
explodedPart.Parent ~= self.player.Character and
self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(humanoid), self.player)
then
self.weaponsSystem.gui:OnHitOtherPlayer(self:calculateDamage(hitInfo.d), humanoid)
end
end)
end
explosion.Parent = workspace
end
-- Make sure hitAttach is in correct position before showing hit effects
if hitAttach and beam0 and beam0.Attachment1 then
parabola:renderToBeam(beam0)
hitAttach.CFrame = beam0.Attachment1.CFrame * CFrame.Angles(0, math.rad(90), 0)
end
-- Show hit particle effect
local hitPartColor = hitPart and hitPart.Color or Color3.fromRGB(255, 255, 255)
if hitPart and hitPart:IsA("Terrain") then
hitPartColor = workspace.Terrain:GetMaterialColor(hitMaterial or Enum.Material.Sand)
end
if hitInfo.h and hitInfo.h:IsA("Humanoid") and hitParticles and numHitParticles > 0 and hitPart then
-- Show particle effect for hitting a player/humanoid
hitParticles.Color = ColorSequence.new(Color3.fromRGB(255, 255, 255))
hitParticles:Emit(numHitParticles)
visualEffectsLingerTime = math.max(visualEffectsLingerTime, hitParticles.Lifetime.Max)
elseif (not hitInfo.h or not hitInfo.h:IsA("Humanoid")) and hitParticles and numHitParticles > 0 then
-- Show particle effect for hitting anything else
if hitPart and self:getConfigValue("HitParticlesUsePartColor", true) then
local existingSeq = hitParticles.Color
local newKeypoints = {}
for i, keypoint in pairs(existingSeq.Keypoints) do
local newColor = keypoint.Value
if newColor == Color3.fromRGB(255, 0, 255) then
newColor = hitPartColor
end
newKeypoints[i] = ColorSequenceKeypoint.new(keypoint.Time, newColor)
end
hitParticles.Color = ColorSequence.new(newKeypoints)
end
hitParticles:Emit(numHitParticles)
visualEffectsLingerTime = math.max(visualEffectsLingerTime, hitParticles.Lifetime.Max)
end
-- Play hit sound
if hitSound then
hitSound:Play()
visualEffectsLingerTime = math.max(visualEffectsLingerTime, hitSound.TimeLength)
end
-- Manage/show decals, billboards, and models (such as an arrow) that appear where the projectile hit (only if the hit object was not a humanoid/player)
local hitPointObjectSpace = hitPart.CFrame:pointToObjectSpace(hitPoint)
local hitNormalObjectSpace = hitPart.CFrame:vectorToObjectSpace(hitNormal)
if not NO_BULLET_DECALS and
hitPart and
not hitPart.Parent or not hitPart.Parent:FindFirstChildOfClass("Humanoid") and
hitPointObjectSpace and
hitNormalObjectSpace and
self.hitMarkTemplate
then
-- Clone hitMark (this contains all the decals/billboards/models to show on the hit surface)
local hitMark = self.hitMarkTemplate:Clone()
hitMark.Parent = hitPart
CollectionService:AddTag(hitMark, "WeaponsSystemIgnore")
-- Move/align hitMark to the hit surface
local incomingVec = parabola:sampleVelocity(1).Unit
if self:getConfigValue("AlignHitMarkToNormal", true) then
-- Make hitMark face straight out from surface where projectile hit (good for decals)
local forward = hitNormalObjectSpace
local up = incomingVec
local right = -forward:Cross(up).Unit
up = forward:Cross(right)
local orientationCFrame = CFrame.fromMatrix(hitPointObjectSpace + hitNormalObjectSpace * 0.05, right, up, -forward)
hitMark.CFrame = hitPart.CFrame:toWorldSpace(orientationCFrame)
else
-- Make hitmark appear stuck in the hit surface from the direction the projectile came from (good for things like arrows)
hitMark.CFrame = hitPart.CFrame * CFrame.new(hitPointObjectSpace, hitPointObjectSpace + hitPart.CFrame:vectorToObjectSpace(incomingVec))
end
-- Weld hitMark to the hitPart
local weld = Instance.new("WeldConstraint")
weld.Part0 = hitMark
weld.Part1 = hitPart
weld.Parent = hitMark
-- Fade glow decal over time
local glowDecal = hitMark:FindFirstChild("Glow")
if glowDecal then
coroutine.wrap(function()
local heartbeat = RunService.Heartbeat
for i = 0, 1, 1/60 do
heartbeat:Wait()
glowDecal.Transparency = (i ^ 2)
end
end)()
end
-- Set bullethole decal color and fade over time
local bulletHole = hitMark:FindFirstChild("BulletHole")
if bulletHole then
bulletHole.Color3 = hitPartColor
TweenService:Create(
bulletHole,
TweenInfo.new(1, Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, false, 4),
{ Transparency = 1 }
):Play()
end
-- Fade impact billboard's size and transparency over time
local impactBillboard = hitMark:FindFirstChild("ImpactBillboard")
if impactBillboard then
local impact = impactBillboard:FindFirstChild("Impact")
local impactTween = TweenService:Create(
impact,
TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0),
{ Size = UDim2.new(1, 0, 1, 0) }
)
impactTween.Completed:Connect(function()
TweenService:Create(
impact,
TweenInfo.new(0.1, Enum.EasingStyle.Quad, Enum.EasingDirection.Out, 0, false, 0),
{ Size = UDim2.new(0.5, 0, 0.5, 0), ImageTransparency = 1 }
):Play()
end)
impactTween:Play()
end
-- Destroy hitMark in 5 seconds
Debris:AddItem(hitMark, 5)
end
flyingVisualEffectsFinished = true
visualEffectsFinishTime = now + visualEffectsLingerTime
end
end
-- Will enter this if-statement if projectile hit something or maxDistance has been reached
if projFront >= maxDist then
if not stoppedMotion then
stoppedMotion = true
stoppedMotionAt = now
end
-- Stop particle effects if projectile didn't hit anything and projBack has reached the end
if projBack >= maxDist and not flyingVisualEffectsFinished then
flyingVisualEffectsFinished = true
visualEffectsFinishTime = now + visualEffectsLingerTime
end
end
-- Update parabola domain
parabola:setDomain(projBack, projFront)
-- Continue updating pTravelDistance until projBack has reached maxDist (this helps with some visual effects)
if projBack < maxDist then
pTravelDistance = math.max(0, timeSinceStart * bulletSpeed)
end
-- Update visual effects each frame
-- Update CFrame/velocity of projectile if the projectile uses a model (such as rocket or grenade)
if shouldMovePart then
local bulletPos = parabola:samplePoint(1)
local bulletVelocity = parabola:sampleVelocity(1)
bulletEffect.CFrame = CFrame.new(bulletPos, bulletPos + bulletVelocity)
bulletEffect.Velocity = bulletVelocity.Unit * bulletSpeed
end
-- Update thickness and render trailing beams
local thickness0 = beamThickness0
local thickness1 = beamThickness1
if beamFadeTime then
-- Fade out trail beams if projectile is no longer moving (hit something or reached max distance)
local timeSinceEnd = stoppedMotion and (now - stoppedMotionAt) or 0
local fadeAlpha = math.clamp(timeSinceEnd / beamFadeTime, 0, 1)
thickness0 = thickness0 * (1 - fadeAlpha)
thickness1 = thickness1 * (1 - fadeAlpha)
end
if beam0 then
beam0.Width0 = thickness0
beam0.Width1 = thickness1
parabola:renderToBeam(beam0)
end
if beam1 then
beam1.Width0 = thickness0
beam1.Width1 = thickness1
parabola:renderToBeam(beam1)
end
-- Disable muzzle flash after muzzleFlashTime seconds have passed
if muzzleFlashShown and timeSinceStart > muzzleFlashTime and self.muzzleFlashBeam then
self.muzzleFlashBeam.Enabled = false
muzzleFlashShown = false
end
-- Destroy projectile and attached visual effects when visual effects are done showing or max bullet time has been reached
local timeSinceParticleEffectsFinished = now - visualEffectsFinishTime
if (flyingVisualEffectsFinished and timeSinceParticleEffectsFinished > 0) or timeSinceStart > MAX_BULLET_TIME then
if bulletEffect then
bulletEffect:Destroy()
bulletEffect = nil
end
stepConn:Disconnect()
end
end
stepConn = RunService.Heartbeat:Connect(steppedCallback)
-- Get rid of charge on chargeable weapons
if not IsServer and self.usesCharging then
self.charge = math.clamp(self.charge - self:getConfigValue("FireDischarge", 1), 0, 1)
end
end
function BulletWeapon:calculateDamage(travelDistance)
local zeroDamageDistance = self:getConfigValue("ZeroDamageDistance", 10000)
local fullDamageDistance = self:getConfigValue("FullDamageDistance", 1000)
local distRange = zeroDamageDistance - fullDamageDistance
local falloff = math.clamp(1 - (math.max(0, travelDistance - fullDamageDistance) / math.max(1, distRange)), 0, 1)
return math.max(self:getConfigValue("HitDamage", 10) * falloff, 0)
end
function BulletWeapon:applyDamage(hitInfo)
local damage = self:calculateDamage(hitInfo.d)
if damage <= 0 then
return
end
self.weaponsSystem.doDamage(hitInfo.h, damage, nil, self.player)
end
function BulletWeapon:onHit(hitInfo)
local hitPoint = hitInfo.p
local hitNormal = hitInfo.n
local hitPart = hitInfo.part
if hitPart and hitPart.Parent then
local humanoid = self.weaponsSystem.getHumanoid(hitPart)
hitInfo.h = humanoid or hitPart
if IsServer and
(not hitInfo.h:IsA("Humanoid") or
self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(hitInfo.h), self.player))
then
self:applyDamage(hitInfo)
elseif hitInfo.h:IsA("Humanoid") and
hitInfo.h:GetState() ~= Enum.HumanoidStateType.Dead and
self.weaponsSystem.gui and
self.player == Players.LocalPlayer and
self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(hitInfo.h), self.player)
then
-- Show hit indicators on gui of client that shot projectile if players are not on same team
self.weaponsSystem.gui:OnHitOtherPlayer(self:calculateDamage(hitInfo.d), hitInfo.h)
end
end
-- Create invisible explosion on server that deals damage to anything caught in the explosion
if IsServer and self:getConfigValue("ExplodeOnImpact", false) then
local blastRadius = self:getConfigValue("BlastRadius", 8)
local blastPressure = self:getConfigValue("BlastPressure", 10000)
local blastDamage = self:getConfigValue("BlastDamage", 100)
local explosion = Instance.new("Explosion")
explosion.Position = hitPoint + (hitNormal * 0.5)
explosion.BlastRadius = blastRadius
explosion.BlastPressure = blastPressure
explosion.ExplosionType = Enum.ExplosionType.NoCraters
explosion.DestroyJointRadiusPercent = 0
explosion.Visible = false
explosion.Hit:Connect(function(explodedPart, hitDist)
local damageMultiplier = (1 - math.clamp((hitDist / blastRadius), 0, 1))
local damageToDeal = blastDamage * damageMultiplier
local humanoid = self.weaponsSystem.getHumanoid(explodedPart)
if humanoid then
if explodedPart.Name == "UpperTorso" and
humanoid:GetState() ~= Enum.HumanoidStateType.Dead and
self.weaponsSystem.playersOnDifferentTeams(self.weaponsSystem.getPlayerFromHumanoid(humanoid), self.player)
then
-- Do damage to players/humanoids
self.weaponsSystem.doDamage(humanoid, damageToDeal, nil, self.player)
end
elseif not CollectionService:HasTag(explodedPart, "WeaponsSystemIgnore") then
-- Do damage to a part (sends damage to breaking system)
self.weaponsSystem.doDamage(explodedPart, damageToDeal, nil, self.player)
end
end)
explosion.Parent = workspace
end
end
function BulletWeapon:fire(origin, dir, charge)
if not self:isCharged() then
return
end
BaseWeapon.fire(self, origin, dir, charge)
end
function BulletWeapon:onFired(firingPlayer, fireInfo, fromNetwork)
if not IsServer and firingPlayer == Players.LocalPlayer and fromNetwork then
return
end
local cooldownTime = self:getConfigValue("ShotCooldown", 0.1)
local fireMode = self:getConfigValue("FireMode", "Semiautomatic")
local isSemiAuto = fireMode == "Semiautomatic"
local isBurst = fireMode == "Burst"
if isBurst and not self.burstFiring then
self.burstIdx = 0
self.burstFiring = true
elseif isSemiAuto then
self.triggerDisconnected = true
end
-- Calculate cooldown time for burst firing
if self.burstFiring then
self.burstIdx = self.burstIdx + 1
if self.burstIdx >= self:getConfigValue("NumBurstShots", 3) then
self.burstFiring = false
self.triggerDisconnected = true
else
cooldownTime = self:getConfigValue("BurstShotCooldown", nil) or cooldownTime
end
end
self.nextFireTime = tick() + cooldownTime
BaseWeapon.onFired(self, firingPlayer, fireInfo, fromNetwork)
end
function BulletWeapon:onConfigValueChanged(valueName, newValue, oldValue)
BaseWeapon.onConfigValueChanged(self, valueName, newValue, oldValue)
if valueName == "ShotEffect" then
self.bulletEffectTemplate = ShotsFolder:FindFirstChild(self:getConfigValue("ShotEffect", "Bullet"))
if self.bulletEffectTemplate then
local config = self.bulletEffectTemplate:FindFirstChildOfClass("Configuration")
if config then
self:importConfiguration(config)
end
local beam0 = self.bulletEffectTemplate:FindFirstChild("Beam0")
if beam0 then
coroutine.wrap(function()
ContentProvider:PreloadAsync({ beam0 })
end)()
end
end
elseif valueName == "HitMarkEffect" then
self.hitMarkTemplate = HitMarksFolder:FindFirstChild(self:getConfigValue("HitMarkEffect", "BulletHole"))
if self.hitMarkTemplate then
local config = self.hitMarkTemplate:FindFirstChildOfClass("Configuration")
if config then
self:importConfiguration(config)
end
end
elseif valueName == "CasingEffect" then
self.casingTemplate = CasingsFolder:FindFirstChild(self:getConfigValue("CasingEffect", ""))
if self.casingTemplate then
local config = self.casingTemplate:FindFirstChildOfClass("Configuration")
if config then
self:importConfiguration(config)
end
end
elseif valueName == "ChargeRate" then
self.usesCharging = newValue ~= nil
end
end
function BulletWeapon:onActivatedChanged()
BaseWeapon.onActivatedChanged(self)
if not IsServer then
-- Reload if no ammo left in clip
if self.equipped and self:getAmmoInWeapon() <= 0 then
self:reload()
return
end
-- Fire weapon
if self.activated and self.player == localPlayer and self:canFire() and tick() > self.nextFireTime then
self:doLocalFire()
end
-- Reenable trigger after activated changes to false
if not self.activated and self.triggerDisconnected and not self.burstFiring then
self.triggerDisconnected = false
end
end
end
function BulletWeapon:onRenderStepped(dt)
BaseWeapon.onRenderStepped(self, dt)
if not self.tipAttach then return end
if not self.equipped then return end
local tipCFrame = self.tipAttach.WorldCFrame
if self.player == Players.LocalPlayer then
-- Retrieve aim point from camera and update player's aim animation
local aimTrack = self:getAnimTrack(self:getConfigValue("AimTrack", "RifleAim"))
local aimZoomTrack = self:getAnimTrack(self:getConfigValue("AimZoomTrack", "RifleAimDownSights"))
if aimTrack then
local aimDir = tipCFrame.LookVector
local gunLookRay = Ray.new(tipCFrame.p, aimDir * 500)
local _, gunHitPoint = Roblox.penetrateCast(gunLookRay, self.ignoreList)
if self.weaponsSystem.aimRayCallback then
local _, hitPoint = Roblox.penetrateCast(self.weaponsSystem.aimRayCallback(), self.ignoreList)
self.aimPoint = hitPoint
else
self.aimPoint = gunHitPoint
end
if not aimTrack.IsPlaying and not self.reloading then
aimTrack:Play(0.15)
coroutine.wrap(function() -- prevent player from firing until gun is fully out
wait(self:getConfigValue("StartupTime", 0.2))
self.startupFinished = true
end)()
end
if aimZoomTrack and not self.reloading then
if not aimZoomTrack.IsPlaying then
aimZoomTrack:Play(0.15)
end
aimZoomTrack:AdjustSpeed(0.001)
if self.weaponsSystem.camera:isZoomed() then
if aimTrack.WeightTarget ~= 0 then
aimZoomTrack:AdjustWeight(1)
aimTrack:AdjustWeight(0)
end
elseif aimTrack.WeightTarget ~= 1 then
aimZoomTrack:AdjustWeight(0)
aimTrack:AdjustWeight(1)
end
end
local MIN_ANGLE = -80
local MAX_ANGLE = 80
local aimYAngle = math.deg(self.recoilIntensity)
if self.weaponsSystem.camera.enabled then
-- Gets pitch and recoil from camera to figure out how high/low to aim the gun
aimYAngle = math.deg(self.weaponsSystem.camera:getRelativePitch() + self.weaponsSystem.camera.currentRecoil.Y + self.recoilIntensity)
end
local aimTimePos = 2 * ((aimYAngle - MIN_ANGLE) / (MAX_ANGLE - MIN_ANGLE))
aimTrack:AdjustSpeed(0.001)
aimTrack.TimePosition = math.clamp(aimTimePos, 0.001, 1.97)
if aimZoomTrack then
aimZoomTrack.TimePosition = math.clamp(aimTimePos, 0.001, 1.97)
end
-- Update recoil (decay over time)
local recoilDecay = self:getConfigValue("RecoilDecay", 0.825)
self.recoilIntensity = math.clamp(self.recoilIntensity * recoilDecay, 0, math.huge)
else
warn("no aimTrack")
end
end
end
function BulletWeapon:setChargingParticles(charge)
local ratePerCharge = self:getConfigValue("ChargingParticlesRatePerCharge", 20)
local rate = ratePerCharge * charge
for _, v in pairs(self.chargingParticles) do
v.Rate = rate
end
end
function BulletWeapon:onStepped(dt)
if not self.tipAttach then return end
if not self.equipped then return end
BaseWeapon.onStepped(self, dt)
local now = tick()
local chargingSound = self:getSound("Charging")
local dischargingSound = self:getSound("Discharging")
if self.usesCharging then
-- Update charge amount
local chargeBefore = self.charge
self:handleCharging(dt)
local chargeDelta = self.charge - chargeBefore
-- Update charge particles
if chargeDelta > 0 then
self:setChargingParticles(self.charge)
else
self:setChargingParticles(0)
end
-- Play charging sounds
if chargingSound then
if chargingSound.Looped then
if chargeDelta < 0 then
chargingSound:Stop()
else
if not chargingSound.Playing and self.charge < 1 and chargeDelta > 0 then
chargingSound:Play()
end
chargingSound.PlaybackSpeed = self.chargeSoundPitchMin + (self.charge * (self.chargeSoundPitchMax - self.chargeSoundPitchMin))
end
else
if chargeDelta > 0 and self.charge <= 1 and not chargingSound.Playing then
chargingSound.TimePosition = chargingSound.TimeLength * self.charge
chargingSound:Play()
elseif chargeDelta <= 0 and chargingSound.Playing then
chargingSound:Stop()
end
end
end
if dischargingSound then
if dischargingSound.Looped then
if chargeDelta > 0 then
dischargingSound:Stop()
else
if not dischargingSound.Playing and self.charge > 0 then
dischargingSound:Play()
end
dischargingSound.PlaybackSpeed = self.chargeSoundPitchMin + (self.charge * (self.chargeSoundPitchMax - self.chargeSoundPitchMin))
end
else
if chargeDelta < 0 and self.charge >= 0 and not dischargingSound.Playing then
dischargingSound.TimePosition = dischargingSound.TimeLength * self.charge
dischargingSound:Play()
elseif chargeDelta >= 0 and dischargingSound.Playing then
dischargingSound:Stop()
end
end
end
-- Play charge/discharge completed sounds and particle effects
if chargeBefore < 1 and self.charge >= 1 then
local chargeCompleteSound = self:getSound("ChargeComplete")
if chargeCompleteSound then
chargeCompleteSound:Play()
end
if chargingSound and chargingSound.Playing then
chargingSound:Stop()
end
if self.chargeCompleteParticles then
self.chargeCompleteParticles:Emit(self:getConfigValue("NumChargeCompleteParticles", 25))
end
end
if chargeBefore > 0 and self.charge <= 0 then
local dischargeCompleteSound = self:getSound("DischargeComplete")
if dischargeCompleteSound then
dischargeCompleteSound:Play()
end
if dischargingSound and dischargingSound.Playing then
dischargingSound:Stop()
end
if self.dischargeCompleteParticles then
self.dischargeCompleteParticles:Emit(self:getConfigValue("NumDischargeCompleteParticles", 25))
end
end
self:renderCharge()
else
if chargingSound then
chargingSound:Stop()
end
if dischargingSound then
dischargingSound:Stop()
end
end
if self.usesCharging and self.chargeGlowPart then
self.chargeGlowPart.Transparency = 1 - self.charge
end
-- Fire weapon if it is fully charged
if self:canFire() and now > self.nextFireTime then
self:doLocalFire()
end
end
function BulletWeapon:handleCharging(dt)
local chargeDelta
local shouldCharge = self.activated or self.burstFiring or self:getConfigValue("ChargePassively", false)
if self.reloading or self.triggerDisconnected then
shouldCharge = false
end
if shouldCharge then
chargeDelta = self:getConfigValue("ChargeRate", 0) * dt
else
chargeDelta = self:getConfigValue("DischargeRate", 0) * -dt
end
self.charge = math.clamp(self.charge + chargeDelta, 0, 1)
end
function BulletWeapon:isCharged()
return not self.usesCharging or self.charge >= 1
end
function BulletWeapon:canFire()
return self.player == Players.LocalPlayer and (self.burstFiring or self.activated) and not self.triggerDisconnected and not self.reloading and self:isCharged() and self.startupFinished
end
function BulletWeapon:doLocalFire()
if self.tipAttach then
local tipCFrame = self.tipAttach.WorldCFrame
local tipPos = tipCFrame.Position
local aimDir = (self.aimPoint - tipPos).Unit
self:fire(tipPos, aimDir, self.charge)
end
end
return BulletWeapon
|
------- extreme math equations
|
local v = 30
local c = 50
local m = part:GetMass()
if m< 20 then
m = 20
end
part.RotVelocity =Vector3.new(math.random(-v,v)/(m/c),math.random(-v,v)/(m/c),math.random(-v,v)/(m/c))
game:GetService("Debris"):AddItem(script.Parent,0.1)--penetration
end
local a = part.Parent:findFirstChild("Humanoid")
local b = part.Parent.Parent:findFirstChild("Humanoid")
local debrispart = Instance.new("Part")
debrispart.Name="debrispart"
debrispart.Size = Vector3.new(0.05,0.05,0.05)
debrispart.BrickColor = part.BrickColor
debrispart.Anchored=true
debrispart.CanCollide = false
debrispart.Transparency=1
debrispart.Position=positiono
debrispart.Parent=game.Workspace
if a == nil and b == nil then
local thingy = script.debris:Clone()
thingy.Color=ColorSequence.new(part.Color,part.Color)
thingy.Parent=debrispart
spawn(function()
thingy:Emit(10)
end)
end
if a ~= nil or b ~= nil then
local thingy = script.blood:Clone()
thingy.Parent=debrispart
spawn(function()
thingy:Emit(10)
end)
end
game:GetService("Debris"):AddItem(debrispart,1)
game:GetService("Debris"):AddItem(script.Parent,0.05)
--[[if position ~= nil then
end]]--
end
end
script.Parent.Touched:connect(hit)
|
--[[**
Determines if the passed object is a Janitor.
@param [t:any] Object The object you are checking.
@returns [t:boolean] Whether or not the object is a Janitor.
**--]]
|
function Janitor.Is(Object)
return type(Object) == "table" and getmetatable(Object) == Janitor
end
|
--[[ Display Names ]]
--Uses DisplayNames instead of UserNames in chat messages
|
module.PlayerDisplayNamesEnabled = true
|
-- for i=1,3 do
-- local s = Instance.new("Part")
-- s.Shape = 1 -- block
-- s.formFactor = 2 -- plate
-- s.Size = Vector3.new(1,.4,1)
-- s.BrickColor = ball.BrickColor
-- local v = Vector3.new(math.random(-1,1), math.random(0,1), math.random(-1,1))
-- s.Velocity = 15 * v
-- s.CFrame = CFrame.new(ball.Position + v, v)
-- ball.BrickCleanup:clone().Parent = s
-- s.BrickCleanup.Disabled = false
-- s.Parent = game.Workspace
| |
--R6
|
MakeWeld(car.Misc.Anims.R6.RightArm.Z,car.Misc.Anims.R6.RightArm.Y,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R6.RightArm.Y,car.DriveSeat,"Motor6D").Name="M"
ModelWeld(misc.Anims.R6.RightArm.Parts,misc.Anims.R6.RightArm.Z)
MakeWeld(car.Misc.Anims.R6.LeftArm.Z,car.Misc.Anims.R6.LeftArm.Y,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R6.LeftArm.Y,car.DriveSeat,"Motor6D").Name="M"
ModelWeld(misc.Anims.R6.LeftArm.Parts,misc.Anims.R6.LeftArm.Z)
MakeWeld(car.Misc.Anims.R6.LeftLeg.X,car.Misc.Anims.R6.LeftLeg.Z,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R6.LeftLeg.Z,car.DriveSeat,"Motor6D").Name="M"
ModelWeld(misc.Anims.R6.LeftLeg.Parts,misc.Anims.R6.LeftLeg.X)
MakeWeld(car.Misc.Anims.R6.RightLeg.X,car.Misc.Anims.R6.RightLeg.Z,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R6.RightLeg.Z,car.Misc.Anims.R6.RightLeg.I,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R6.RightLeg.I,car.DriveSeat,"Motor6D").Name="M"
ModelWeld(misc.Anims.R6.RightLeg.Parts,misc.Anims.R6.RightLeg.X)
MakeWeld(car.Misc.Anims.R6.Torso.Z,car.DriveSeat,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R6.Torso.X,car.Misc.Anims.R6.Torso.Z,"Motor6D").Name="M"
ModelWeld(misc.Anims.R6.Torso.Parts,misc.Anims.R6.Torso.X)
MakeWeld(car.Misc.Anims.R6.Head.X,car.Misc.Anims.R6.Head.Y,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R6.Head.Y,car.Misc.Anims.R6.Head.Z,"Motor6D").Name="M"
MakeWeld(car.Misc.Anims.R6.Head.Z,car.Misc.Anims.R6.Torso.X,"Motor6D").Name="M"
ModelWeld(misc.Anims.R6.Head.Parts,misc.Anims.R6.Head.X)
|
-----------------------------------------------------------------------------
|
script.Parent.Humanoid.HealthChanged:Connect(function()
if script.Parent.Humanoid.Health <= 37 then
Instance.new("Decal", script.Parent.Head)
script.Parent.Head.Decal.Texture = "rbxassetid://176678128"
script.Parent.Head.Decal.Face = "Front"
end
end)
|
--[[Brakes]]
|
Tune.ABSEnabled = true -- Implements ABS
Tune.ABSThreshold = 20 -- Slip speed allowed before ABS starts working (in SPS)
Tune.FBrakeForce = 3000 -- Front brake force
Tune.RBrakeForce = 2500 -- Rear brake force
Tune.PBrakeForce = 99999 -- Handbrake force
Tune.FLgcyBForce = 41000 -- Front brake force [PGS OFF]
Tune.RLgcyBForce = 36000 -- Rear brake force [PGS OFF]
Tune.LgcyPBForce = 150000 -- Handbrake force [PGS OFF]
|
--local Text = thirstGui:WaitForChild("Back"):WaitForchild("Text")
|
local plr = game.Players.LocalPlayer
repeat wait() until plr.Character -- waiting for player to load
local UIS = game:GetService("UserInputService")
local hum = plr.Character:WaitForChild("Humanoid")
local maxThirst = 100
local maxHunger = 100
local thirstValue
local hungerValue
if plr:FindFirstChild("HungerVal") then
hungerValue = plr.HungerVal
hungerValue.Value = maxHunger
else
Instance.new("IntValue", plr).Name = "HungerVal"
plr.HungerVal.Value = maxHunger
hungerValue = plr.HungerVal
end
if plr:FindFirstChild("ThirstVal") then
thirstValue = plr.ThirstVal
thirstValue.Value = maxThirst
else
Instance.new("IntValue", plr).Name = "ThirstVal"
plr.ThirstVal.Value = maxThirst
thirstValue = plr.ThirstVal
end
local hungerValue = plr:WaitForChild("HungerVal")
local Frame = thirstGui.Frame
local TS = game:GetService("TweenService")
thirstValue.Changed:connect(function()
if thirstValue.Value > 60 then
TS:Create(Frame.Sede,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,255),ImageTransparency = 1}):Play()
elseif thirstValue.Value <= 0 then
MedicSys.Fome:FireServer()
elseif thirstValue.Value <= 30 then
TS:Create(Frame.Sede,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,((thirstValue.Value/30)*255),((thirstValue.Value/60)*255)),ImageTransparency = 0}):Play()
elseif thirstValue.Value <= 60 then
TS:Create(Frame.Sede,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,((thirstValue.Value/60)*255)),ImageTransparency = 0}):Play()
end
end)
hungerValue.Changed:connect(function()
if hungerValue.Value > 60 then
TS:Create(Frame.Fome,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,255),ImageTransparency = 1}):Play()
elseif hungerValue.Value <= 0 then
MedicSys.Fome:FireServer()
elseif hungerValue.Value <= 30 then
TS:Create(Frame.Fome,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,((hungerValue.Value/30)*255),((hungerValue.Value/60)*255)),ImageTransparency = 0}):Play()
elseif hungerValue.Value <= 60 then
TS:Create(Frame.Fome,TweenInfo.new(1,Enum.EasingStyle.Linear,Enum.EasingDirection.InOut,0,false,0),{ImageColor3 = Color3.fromRGB(255,255,((hungerValue.Value/60)*255)),ImageTransparency = 0}):Play()
end
end)
while wait(ServerConfig.HungerWaitTime) do
if thirstValue.Value - 1 >= 0 then
thirstValue.Value = thirstValue.Value - 1
end
if hungerValue.Value - 1 >= 0 then
hungerValue.Value = hungerValue.Value - 1
end
end
|
-- Show highlight on currently equipped tool in toolbar
|
EquippedVal.Changed:connect(function()
for i,v in pairs(UiFrame:GetChildren()) do
if v:IsA('ImageButton') then
v.BorderSizePixel = 1
end
end
if EquippedVal.Value then
local imageButton = UiFrame:FindFirstChild(EquippedVal.Value.Name)
if imageButton then
imageButton.BorderSizePixel = 4
end
end
end)
for i,v in pairs(UiFrame:GetChildren()) do
if v:IsA("ImageButton") then
v.MouseButton1Click:Connect(function()
local slotRequested = SlotsFolder:FindFirstChild(v.Name)
if slotRequested then -- if there is such a slot
-- if they're requesting the same slot
if EquippedVal.Value == slotRequested then
EquippedVal.Value = nil -- unequip the tool
else
EquippedVal.Value = slotRequested -- equip the tool
end
end
end)
end
end
game.StarterGui:SetCoreGuiEnabled(Enum.CoreGuiType.Backpack, false)
|
--[ FUNCTIONS ]--
|
if not AFKEvent then
AFKEvent = Instance.new("RemoteEvent")
AFKEvent.Parent = game.ReplicatedStorage
AFKEvent.Name = "AFK"
end
local updateAFK = function(player,enable)
local GUI = player.Character:WaitForChild("HumanoidRootPart"):WaitForChild("OverheadGui")
local AFKTagT = GUI:WaitForChild("Username")
if enable then
AFKTagT.Text = "AFK | "..player.Name.." (@"..player.DisplayName..")"
else
AFKTagT.Text = player.Name.." (@"..player.DisplayName..")"
end
end
AFKEvent.OnServerEvent:Connect(function(player,enable)
AFKStatus[player] = enable
updateAFK(player,enable)
end)
|
--[=[
Connects a handler to a ScriptSignal object, but only allows that
connection to run once. Any `:Fire` calls called afterwards won't trigger anything.
```lua
ScriptSignal:ConnectOnce(function()
print("Connection fired")
end)
ScriptSignal:Fire()
ScriptSignal:Fire()
-- "Connection fired" is only fired once
```
@param handler (...: any) -> ()
@ignore
]=]
|
function ScriptSignal:ConnectOnce(
handler: (...any) -> ()
)
assert(
typeof(handler) == 'function',
"Must be function"
)
local connection
connection = self:Connect(function(...)
connection:Disconnect()
handler(...)
end)
end
|
-- Functions
|
local function getRotationBetween(u, v, axis)
local dot, uxv = u:Dot(v), u:Cross(v)
if (dot < -0.99999) then return CFrame.fromAxisAngle(axis, math.pi) end
return CFrame.new(0, 0, 0, uxv.x, uxv.y, uxv.z, 1 + dot)
end
|
-- ================================================================================
-- LOCAL FUNCTIONS
-- ================================================================================
|
local function BoostSetup()
local Speedometer = gui:WaitForChild("Speedometer")
local Bar = Speedometer:WaitForChild("Bar")
local SpeedBar = Bar:WaitForChild("SpeedBar")
function GuiController:UpdateBoost(boostAmount)
local boostPercentage = math.clamp(boostAmount/engine._settings.BoostAmount, 0, 1)
Bar.Position = UDim2.new(-1 + boostPercentage, 0, 0, 0)
SpeedBar.Position = UDim2.new(1 - 1*boostPercentage, 0, 0, 0)
end
end -- BoostSetup()
|
-- ROBLOX upstream: https://github.com/facebook/jest/blob/v27.4.7/packages/expect/src/index.ts
| |
--[[ Roblox Services ]]
|
--
local UserInputService = game:GetService("UserInputService")
local PathfindingService = game:GetService("PathfindingService")
local Players = game:GetService("Players")
local DebrisService = game:GetService('Debris')
local StarterGui = game:GetService("StarterGui")
local Workspace = game:GetService("Workspace")
local CollectionService = game:GetService("CollectionService")
local GuiService = game:GetService("GuiService")
|
---------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------
-- Event Handlers
|
function OnRayHit(cast, raycastResult, segmentVelocity, cosmeticBulletObject)
-- This function will be connected to the Caster's "RayHit" event.
local hitPart = raycastResult.Instance
local hitPoint = raycastResult.Position
local normal = raycastResult.Normal
if hitPart ~= nil and hitPart.Parent ~= nil then -- Test if we hit something
local humanoid: Humanoid = hitPart.Parent:FindFirstChildOfClass("Humanoid") -- Is there a humanoid?
if humanoid then
TagHumanoid(humanoid, hitPart.Parent.Parent)
humanoid.Health -= 100
end
MakeParticleFX(hitPoint, normal) -- Particle FX
end
end
function OnRayPierced(cast, raycastResult, segmentVelocity, cosmeticBulletObject)
-- You can do some really unique stuff with pierce behavior - In reality, pierce is just the module's way of asking "Do I keep the bullet going, or do I stop it here?"
-- You can make use of this unique behavior in a manner like this, for instance, which causes bullets to be bouncy.
local position = raycastResult.Position
local normal = raycastResult.Normal
local newNormal = Reflect(normal, segmentVelocity.Unit)
cast:SetVelocity(newNormal * segmentVelocity.Magnitude)
-- It's super important that we set the cast's position to the ray hit position. Remember: When a pierce is successful, it increments the ray forward by one increment.
-- If we don't do this, it'll actually start the bounce effect one segment *after* it continues through the object, which for thin walls, can cause the bullet to almost get stuck in the wall.
cast:SetPosition(position)
-- Generally speaking, if you plan to do any velocity modifications to the bullet at all, you should use the line above to reset the position to where it was when the pierce was registered.
end
function OnRayUpdated(cast, segmentOrigin, segmentDirection, length, segmentVelocity, cosmeticBulletObject)
-- Whenever the caster steps forward by one unit, this function is called.
-- The bullet argument is the same object passed into the fire function.
if cosmeticBulletObject == nil then return end
local bulletLength = cosmeticBulletObject.Size.Z / 2 -- This is used to move the bullet to the right spot based on a CFrame offset
local baseCFrame = CFrame.new(segmentOrigin, segmentOrigin + segmentDirection)
cosmeticBulletObject.CFrame = baseCFrame * CFrame.new(0, 0, -(length - bulletLength))
end
function OnRayTerminated(cast)
local cosmeticBullet = cast.RayInfo.CosmeticBulletObject
if cosmeticBullet ~= nil then
-- This code here is using an if statement on CastBehavior.CosmeticBulletProvider so that the example gun works out of the box.
-- In your implementation, you should only handle what you're doing (if you use a PartCache, ALWAYS use ReturnPart. If not, ALWAYS use Destroy.
if CastBehavior.CosmeticBulletProvider ~= nil then
CastBehavior.CosmeticBulletProvider:ReturnPart(cosmeticBullet)
else
cosmeticBullet:Destroy()
end
end
end
MouseEvent.OnServerEvent:Connect(function (clientThatFired, mousePoint)
if not CanFire then
return
end
CanFire = false
local mouseDirection = (mousePoint - FirePointObject.WorldPosition).Unit
for i = 1, BULLETS_PER_SHOT do
Fire(mouseDirection)
end
if FIRE_DELAY > 0.03 then wait(FIRE_DELAY) end
CanFire = true
end)
Caster.RayHit:Connect(OnRayHit)
Caster.RayPierced:Connect(OnRayPierced)
Caster.LengthChanged:Connect(OnRayUpdated)
Caster.CastTerminating:Connect(OnRayTerminated)
Tool.Equipped:Connect(function ()
CastParams.FilterDescendantsInstances = {Tool.Parent, CosmeticBulletsFolder}
end)
|
-- Denotes property change handlers in an instance's property table.
|
export type OnChangeKey = Symbol & {
-- name: "OnChange" (add this when Luau supports singleton types)
key: string
}
|
-- Buy case #1
|
BuyCasesEvents.Case1.OnServerEvent:Connect(function(player, PricePoints, PriceGems, PointsBuy)
if PointsBuy == true then
if player.DataFolder.Points.Value >= PricePoints then
player.DataFolder.Points.Value -= PricePoints
print(PricePoints)
--Transaction Completed
player.Inventory.BatCase1.Value += 1 --Choose the case
else
MessagesEvents.NotEnoughPoints:FireClient(player)
end
elseif PointsBuy == false then
if player.DataFolder.Gems.Value >= PriceGems then
player.DataFolder.Gems.Value -= PriceGems
print(PriceGems)
--Transaction Completed
player.Inventory.BatCase1.Value += 1 --Case
else
MessagesEvents.NotEnoughPoints:FireClient(player)
end
end
end)
OpenCasesEvents.OpenCase1.OnServerEvent:Connect(function(player)
if player.Inventory.BatCase1.Value > 0 then
player.Inventory.BatCase1.Value -= 1
OpenCasesEvents.OpenCase1:FireClient(player)
else
MessagesEvents.CaseNotOwned:FireClient(player)
end
end)
|
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- API
|
ModuleAPI = {}
c = workspace.CurrentCamera
player = game.Players.LocalPlayer
rs = game:GetService("RunService")
function checkArgs(...)
-- Generic Function for checking if arguments exist / are the correct type.
local args = {...}
local function useVowel(name)
local vowels = {"a","e","i","o","u"}
for _,v in pairs(vowels) do
if string.sub(string.lower(name),1,1) == v then
return true
end
end
return false
end
for i = 1,#args,2 do
local s = "Argument "..(i/2+.5)
local var,f = args[i], args[i+1]
if var == nil then
return error(s.." missing or nil")
end
local vt = type(var)
if type(f) == "function" then
local r,t = f(var)
if not r then
return error(s.." should be a"..(useVowel(t) and "n" or "").." "..t.." (not a"..(useVowel(vt) and "n" or "")..": "..vt..")")
end
elseif vt ~= f then
return error(s.." should be a"..(useVowel(f) and "n" or "").." "..f.." (not a"..(useVowel(vt) and "n" or "")..": "..vt..")")
end
end
end
function ModuleAPI:GetScreenResolution()
local mouse = player:GetMouse()
if mouse then
if mouse.ViewSizeX > 0 and mouse.ViewSizeY > 0 then
return Vector2.new(mouse.ViewSizeX,mouse.ViewSizeY)
end
end
if player.PlayerGui then
local screenGui
for _,v in pairs(player.PlayerGui:GetChildren()) do
if v:IsA("ScreenGui") then
screenGui = v
end
end
if not screenGui then -- Not sure if this is possible assuming the scenario. But you never know.
screenGui = Instance.new("ScreenGui",player.PlayerGui)
wait(.1) -- Wait just a moment for the property to get set.
end
return screenGui.AbsoluteSize
end
return error("ERROR: Can't get client resolution")
end
function ModuleAPI:PointToScreenSpace(at)
checkArgs(at,function(v)
local is = pcall(function () return p.X,p.Y,p.Z end)
return is or false,"Vector3"
end)
local resolution = ModuleAPI:GetScreenResolution()
local point = c.CoordinateFrame:pointToObjectSpace(at)
local aspectRatio = resolution.X / resolution.Y
local hfactor = math.tan(math.rad(c.FieldOfView)/2)
local wfactor = aspectRatio*hfactor
local x = (point.x/point.z) / -wfactor
local y = (point.y/point.z) / hfactor
return Vector2.new(resolution.X*(0.5 + 0.5*x), resolution.Y*(0.5 + 0.5*y))
end
function ModuleAPI:ScreenSpaceToWorld(x, y, depth)
checkArgs(x,"number",y,"number",depth,"number")
local resolution = ModuleAPI:GetScreenResolution()
local aspectRatio = resolution.X / resolution.Y
local hfactor = math.tan(math.rad(c.FieldOfView)/2)
local wfactor = aspectRatio*hfactor
local xf, yf = x/resolution.X*2 - 1, y/resolution.Y*2 - 1
local xpos = xf * -wfactor * depth
local ypos = yf * hfactor * depth
return Vector3.new(xpos, ypos, depth)
end
function ModuleAPI:GetDepthForWidth(partWidth, visibleSize)
checkArgs(partWidth,"number",visibleSize,"number")
local resolution = ModuleAPI:GetScreenResolution()
local aspectRatio = resolution.X / resolution.Y
local hfactor = math.tan(math.rad(c.FieldOfView)/2)
local wfactor = aspectRatio*hfactor
return (-0.5*resolution.X*partWidth/(visibleSize*wfactor))
end
function ModuleAPI:Attach3D(guiObj,model)
checkArgs(
guiObj,function (v)
return guiObj:IsA("GuiObject") or false,"GuiObject"
end,
model,function (v)
return (model:IsA("Model") or model:IsA("BasePart")) or false,"Model or BasePart"
end
)
local index = {}
local m = Instance.new("Model")
m.Name = ""
m.Parent = c
objs = {}
if model:IsA("BasePart") then
local this = model:clone()
this.Parent = m
table.insert(objs,this)
else
local function recurse(obj)
for _,v in pairs(obj:GetChildren()) do
local part
if v:IsA("BasePart") then
part = v:clone()
elseif v:IsA("Hat") and v:findFirstChild("Handle") then
part = v.Handle:clone()
end
if part then
local cf = part.CFrame
part.Anchored = false
part.Parent = m
part.CFrame = cf
if part:findFirstChild("Decal") and part.Transparency ~= 0 then
part:Destroy()
--elseif part.Name == "Head" then
--part.Name = "H"
end
if part.Parent == m then
table.insert(objs,part)
end
elseif not v:IsA("Model") and not v:IsA("Sound") and not v:IsA("Script") then
v:clone().Parent = m
else
recurse(v)
end
end
end
recurse(model)
end
local primary = Instance.new("Part")
primary.Anchored = true
primary.Transparency = 1
primary.CanCollide = false
primary.Name = "MODEL_CENTER"
primary.FormFactor = "Custom"
primary.Size = m:GetExtentsSize()
primary.CFrame = CFrame.new(m:GetModelCFrame().p)
primary.Parent = m
m.PrimaryPart = primary
for _,v in pairs(objs) do
v.Anchored = false
v.CanCollide = false
v.Archivable = true
local w = Instance.new("Weld",primary)
w.Part0 = primary
w.Part1 = v
local CJ = CFrame.new(primary.Position)
w.C0 = primary.CFrame:inverse()*CJ
w.C1 = v.CFrame:inverse()*CJ
v.Parent = m
end
CF = CFrame.new(0, 0, 0, -1, 0, -8.74227766e-008, 0, 1, 0, 8.74227766e-008, 0, -1)
Active = false
DistOffset = 0
function index:SetActive(b)
checkArgs(b,"boolean")
Active = b
end
function index:SetCFrame(cf)
checkArgs(cf,function ()
local isCFrame = pcall(function () return cf:components() end)
return isCFrame or false,"CFrame"
end)
CF = cf
end
function index:GetCFrame()
return CF;
end
local function updateModel()
primary.Anchored = false
if Active then
local posZ = ModuleAPI:GetDepthForWidth(primary.Size.magnitude, guiObj.AbsoluteSize.Y)
local sizeX,sizeY = guiObj.AbsoluteSize.X,guiObj.AbsoluteSize.Y
local posX,posY = guiObj.AbsolutePosition.X+(sizeX/2),guiObj.AbsolutePosition.Y+(sizeY/2)
local pos = ModuleAPI:ScreenSpaceToWorld(posX,posY,posZ)
local location = c.CoordinateFrame * CFrame.new(pos.X, pos.Y, posZ)
primary.CFrame = location * CF
else
primary.CFrame = CFrame.new()
end
primary.Anchored = true
end
local con = rs.RenderStepped:connect(updateModel)
function index:End()
con:disconnect()
pcall(function ()
m:Destroy()
end)
return
end
index.Object3D = m
return index
end
function ModuleAPI:AdornScreenGuiToWorld(screenGui,depth)
checkArgs(screenGui,function (v)
return (screenGui:IsA("ScreenGui") or screenGui:IsA("BillboardGui")) or false,"ScreenGui or BillboardGui"
end)
local depth = type(depth) == "number" and depth or 1
local s = Instance.new("BillboardGui",screenGui.Parent)
s.Name = screenGui.Name
local adorn = Instance.new("Part",s)
adorn.Name = screenGui.Name.."_Adornee"
adorn.FormFactor = "Custom"
adorn.Anchored = true
adorn.CanCollide = false
adorn.Size = Vector3.new()
adorn.Transparency = 1
adorn.Locked = true
local con
local modifier = {}
function modifier:SetDepth(n)
checkArgs(n,"number")
depth = n
end
function modifier:Reset()
screenGui.Parent = s.Parent
for _,v in pairs(s:GetChildren()) do
v.Parent = screenGui
end
con:disconnect()
adorn:Destroy()
s:Destroy()
end
local function updateAdorn()
local success,did = pcall(function ()
local res = ModuleAPI:GetScreenResolution()
adorn.CFrame = c.CoordinateFrame
s.Size = UDim2.new(0,res.X,0,res.Y)
s.StudsOffset = Vector3.new(0,0,-depth)
return true
end)
if not success or not did then
warn(script:GetFullName()..": The adornee was destroyed! The gui has been reset.")
modifier:Reset()
end
end
con = rs.RenderStepped:connect(updateAdorn)
s.Adornee = adorn
for _,v in pairs(screenGui:GetChildren()) do
v.Parent = s
end
screenGui.Parent = nil
return s,modifier
end
return ModuleAPI
|
--Setup fast joiners
|
spawn(function()
wait(1)
for _,player in pairs(main.players:GetChildren()) do
if not main.pd[player] and not settingUpPlayer[player] then
playerAdded(player)
end
end
end)
return module
|
--- Maps arguments #2-n through callback and returns values as tuple
|
function Util.Each(callback, ...)
local results = {}
for i, value in ipairs({...}) do
results[i] = callback(value)
end
return unpack(results)
end
|
-- Remote Functions
|
local remoteEvents = game:GetService("ReplicatedStorage").Remotes.RemoteEvents
local remoteFunctions = game:GetService("ReplicatedStorage").Remotes.RemoteFunctions
|
--////////////////////////////////////////////////////////////////////////////////////////////
--///////////////////////////////////////////////// Code to hook client UI up to server events
--////////////////////////////////////////////////////////////////////////////////////////////
|
function DoChatBarFocus()
if (not ChatWindow:GetCoreGuiEnabled()) then return end
if (not ChatBar:GetEnabled()) then return end
if (not ChatBar:IsFocused() and ChatBar:GetVisible()) then
moduleApiTable:SetVisible(true)
InstantFadeIn()
ChatBar:CaptureFocus()
moduleApiTable.ChatBarFocusChanged:fire(true)
end
end
chatBarFocusChanged.Event:connect(function(focused)
moduleApiTable.ChatBarFocusChanged:fire(focused)
end)
function DoSwitchCurrentChannel(targetChannel)
if (ChatWindow:GetChannel(targetChannel)) then
ChatWindow:SwitchCurrentChannel(targetChannel)
end
end
function SendMessageToSelfInTargetChannel(message, channelName, extraData)
local channelObj = ChatWindow:GetChannel(channelName)
if (channelObj) then
local messageData =
{
ID = -1,
FromSpeaker = nil,
SpeakerUserId = 0,
OriginalChannel = channelName,
IsFiltered = true,
MessageLength = string.len(message),
MessageLengthUtf8 = utf8.len(utf8.nfcnormalize(message)),
Message = trimTrailingSpaces(message),
MessageType = ChatConstants.MessageTypeSystem,
Time = os.time(),
ExtraData = extraData,
}
channelObj:AddMessageToChannel(messageData)
end
end
function chatBarFocused()
if (not mouseIsInWindow) then
DoBackgroundFadeIn()
if (textIsFaded) then
DoTextFadeIn()
end
end
chatBarFocusChanged:Fire(true)
end
|
-- initialize to idle
|
playAnimation("idle", 0.1, Humanoid)
pose = "Standing"
function populatehumanoids(mdl)
if mdl.ClassName=="Humanoid" then
table.insert(humanoids,mdl)
end
for i2,mdl2 in ipairs(mdl:GetChildren()) do
populatehumanoids(mdl2)
end
end
while Figure.Parent~=nil and Humanoid and Humanoid.Parent~=nil and Humanoid.Health>0 and Torso and Figure.Head and Torso~=nil and Torso.Parent~=nil do
local _,time=wait(0.1)
humanoids={}
populatehumanoids(game.Workspace)
closesttarget=nil
closestdist=sightrange
local creator=Figure:FindFirstChild("creator")
for i,h in ipairs(humanoids) do
if h and h.Parent~=nil then
if h.Health>0 and h.Parent.Name~=Figure.Name and h.Parent~=Figure then
local plr=game.Players:GetPlayerFromCharacter(h.Parent)
if creator==nil or plr==nil or creator.Value~=plr then
local t=h.Parent:FindFirstChild("Torso")
if t~=nil then
local dist=(t.Position-Torso.Position).magnitude
if dist<closestdist then
closestdist=dist
closesttarget=t
end
end
end
end
end
end
if closesttarget~=nil then
if not chasing then
chasing=true
Figure.canAttack.Value=true
Humanoid.WalkSpeed=runspeed
end
Humanoid:MoveTo(closesttarget.Position+(Vector3.new(1,1,1)*(variance*((math.random()*2)-1))),closesttarget)
if math.random()<.5 then
--attack(time,closesttarget.Position)
end
else
if chasing then
chasing=false
Figure.canAttack.Value=false
Humanoid.WalkSpeed=wonderspeed
end
if time>nextrandom then
nextrandom=time+3+(math.random()*5)
local randompos=Torso.Position+((Vector3.new(1,1,1)*math.random()-Vector3.new(.5,.5,.5))*40)
Humanoid:MoveTo(randompos,game.Workspace.Terrain)
end
end
if time>nextjump then
nextjump=time+7+(math.random()*5)
Humanoid.Jump=true
end
--animate(time)
move(time)
end
wait(4)
Figure:remove()
|
-- Decompiled with the Synapse X Luau decompiler.
|
client = nil;
service = nil;
return function(p1)
local l__FromPlayer__1 = p1.FromPlayer;
local l__SessionName__2 = p1.SessionName;
local u1 = nil;
local l__SessionKey__2 = p1.SessionKey;
local u3 = {};
local u4 = nil;
local l__CanManageUsers__5 = p1.CanManageUsers;
local u6 = nil;
local u7 = nil;
local u8 = {};
local function u9(p2)
local l__PlayerName__3 = p2.PlayerName;
local v4 = false;
if l__PlayerName__3 ~= "*SYSTEM*" then
v4 = p2.PlayerDisplayName;
end;
local l__Message__5 = p2.Message;
local v6 = nil;
if l__PlayerName__3 == "* SYSTEM *" then
v6 = u7:Add("Frame", {
Size = UDim2.new(1, 0, 0, 25),
BackgroundTransparency = 1,
AutomaticSize = "Y",
Children = { {
ClassName = "Frame",
Name = "CHATFRAME",
Size = UDim2.new(1, -10, 1, -10),
Position = UDim2.new(0, 5, 0, 5),
BackgroundTransparency = 0.5,
AutomaticSize = "Y",
Children = { {
ClassName = "TextLabel",
Name = "PlayerName",
Size = UDim2.new(0, 0, 0, 14),
Position = UDim2.new(0, 1, 0, 1),
Text = " " .. l__PlayerName__3,
TextSize = "14",
TextXAlignment = "Left",
BackgroundTransparency = 1
}, {
ClassName = "TextLabel",
Name = "Message",
Size = UDim2.new(1, 0, 0, 10),
Position = UDim2.new(0, 0, 0, 14),
Text = " " .. (l__Message__5 and "<font color='rgb(230,0,0)'>An error has occured</font>"),
TextXAlignment = "Left",
TextYAlignment = "Top",
AutomaticSize = "Y",
TextWrapped = true,
TextScaled = false,
RichText = true,
BackgroundTransparency = 1
} }
} }
});
else
u7:Add("Frame", {
Size = UDim2.new(1, 0, 0, 50),
BackgroundTransparency = 1,
AutomaticSize = "Y",
Children = { {
ClassName = "Frame",
Name = "CHATFRAME",
Size = UDim2.new(1, -10, 1, -10),
Position = UDim2.new(0, 5, 0, 5),
BackgroundTransparency = 0.5,
AutomaticSize = "Y",
Children = { {
ClassName = "ImageButton",
Name = "Icon",
Size = UDim2.new(0, 48, 0, 48),
Position = UDim2.new(0, 1, 0, 1),
Image = p2.Icon and 0
}, {
ClassName = "TextLabel",
Name = "PlayerName",
Size = UDim2.new(1, -55, 0, 15),
Position = UDim2.new(0, 55, 0, 0),
Text = not v4 and l__PlayerName__3 or string.format("@%s (%s)", l__PlayerName__3, v4),
TextSize = "14",
TextXAlignment = "Left",
BackgroundTransparency = 1
}, {
ClassName = "TextLabel",
Name = "Message",
Size = UDim2.new(1, -55, 0, 10),
Position = UDim2.new(0, 55, 0, 15),
Text = l__Message__5,
TextXAlignment = "Left",
TextYAlignment = "Top",
AutomaticSize = "Y",
TextWrapped = true,
TextScaled = false,
RichText = true,
BackgroundTransparency = 1
} }
} }
});
end;
table.insert(u8, v6);
if #u8 > 200 then
u8[1]:Destroy();
table.remove(u8, 1);
end;
end;
if client.UI.Get("PrivateChat" .. l__SessionName__2) then
return;
end;
local v7 = {
Name = "PrivateChat" .. l__SessionName__2,
Title = "Private Chat",
Icon = client.MatIcons.Forum,
Size = { 500, 300 }
};
local u10 = nil;
function v7.OnClose()
if u10 then
u10:Disconnect();
end;
client.Remote.Send("Session", l__SessionKey__2, "LeaveSession");
end;
local v8 = client.UI.Make("Window", v7);
u7 = v8:Add("ScrollingFrame", {
Size = UDim2.new(1, -105, 1, -45),
CanvasSize = UDim2.new(0, 0, 0, 0),
BackgroundTransparency = 0.9
});
u1 = v8:Add("TextBox", {
Text = "",
PlaceholderText = "",
Size = UDim2.new(1, -70, 0, 30),
Position = UDim2.new(0, 5, 1, -35),
ClearTextOnFocus = false,
TextScaled = true
});
u4 = v8:Add("ScrollingFrame", {
Size = UDim2.new(0, 100, 1, -75),
Position = UDim2.new(1, -100, 0, 0),
BackgroundTransparency = 0.5,
AutomaticCanvasSize = "Y"
});
local v9 = {
Text = "+",
Size = UDim2.new(0, 30, 0, 30),
Position = UDim2.new(1, -100, 1, -70)
};
local function u11()
local v10 = {};
local l__next__11 = next;
local v12, v13 = service.Players:GetPlayers();
while true do
local v14, v15 = l__next__11(v12, v13);
if not v14 then
break;
end;
local v16 = true;
for v17, v18 in next, u3 do
if v18.UserId == v15.UserId then
v16 = false;
break;
end;
end;
if v16 then
table.insert(v10, {
Text = string.format("@%s (%s)", v15.Name, v15.DisplayName),
Data = service.UnWrap(v15)
});
end;
end;
local v19 = client.UI.Make("SelectionPrompt", {
Name = "Add User",
Options = v10
});
if v19 then
client.Remote.Send("Session", l__SessionKey__2, "AddPlayerToSession", v19);
end;
end;
local function u12(p3)
u9({
PlayerName = "* SYSTEM *",
Message = p3,
Icon = 0
});
end;
function v9.OnClick()
if l__CanManageUsers__5 then
u11();
return;
end;
u12("<i>You are not allowed to manage users</i>");
end;
local v20 = v8:Add("TextButton", v9);
local v21 = v8:Add("TextButton", {
Text = "-",
Size = UDim2.new(0, 30, 0, 30),
Position = UDim2.new(1, -35, 1, -70),
OnClick = function()
if l__CanManageUsers__5 then
if not u6 then
return;
end;
else
u12("<i>You are not allowed to manage users</i>");
return;
end;
client.Remote.Send("Session", l__SessionKey__2, "RemovePlayerFromSession", u6);
u6 = nil;
end
});
local v22 = {
Text = "Send",
Size = UDim2.new(0, 60, 0, 30),
Position = UDim2.new(1, -65, 1, -35)
};
local function u13()
local v23 = service.Trim(u1.Text);
if v23 ~= "" then
client.Remote.Send("Session", l__SessionKey__2, "SendMessage", v23);
end;
end;
function v22.OnClick()
u13();
u1.Text = "";
end;
local v24 = v8:Add("TextButton", v22);
local v25 = service.New("UIListLayout", {
Parent = u7,
FillDirection = "Vertical",
HorizontalAlignment = "Left",
VerticalAlignment = "Bottom",
SortOrder = "LayoutOrder"
});
v24.BackgroundColor3 = v24.BackgroundColor3:lerp(Color3.new(0, 0, 0), 0.1);
u1.FocusLost:Connect(function(p4)
if p4 then
u13();
u1.Text = "";
u1:CaptureFocus();
end;
end);
v25:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(function()
u7.CanvasSize = UDim2.new(0, 0, 0, v25.AbsoluteContentSize.Y);
u7.CanvasPosition = Vector2.new(0, v25.AbsoluteContentSize.Y);
end);
if p1.History then
for v26, v27 in ipairs(p1.History) do
local l__Sender__28 = v27.Sender;
u9({
PlayerName = l__Sender__28.Name,
PlayerDisplayName = l__Sender__28.DisplayName,
Message = v27.Message,
Icon = l__Sender__28.Icon and 0
});
end;
end;
local function u14(p5)
u4:ClearAllChildren();
u3 = p5;
for v29, v30 in next, p5 do
local v31 = u4:Add("TextButton", {
Text = string.format("@%s (%s)", v30.Name, v30.DisplayName),
Size = UDim2.new(1, 0, 0, 25),
TextScaled = true,
TextWarped = true,
BackgroundTransparency = 1
});
if l__CanManageUsers__5 then
local v32 = v31.BackgroundColor3:Lerp(Color3.fromRGB(9, 67, 255), 0.1);
if v30.UserId and v30.UserId ~= service.Players.LocalPlayer.UserId then
v31.MouseButton1Down:Connect(function()
for v33, v34 in ipairs(u4:GetChildren()) do
if v34:IsA("TextButton") or v34:IsA("Frame") then
v34.BackgroundTransparency = 1;
end;
end;
u6 = v30;
v31.BackgroundTransparency = 0;
v31.BackgroundColor3 = v32;
end);
end;
end;
end;
u4.CanvasSize = UDim2.new(0, 0, 0, service.New("UIListLayout", {
Parent = u4,
FillDirection = "Vertical",
HorizontalAlignment = "Center",
VerticalAlignment = "Top",
SortOrder = "LayoutOrder"
}).AbsoluteContentSize.Y);
end;
u10 = service.Events.SessionData:Connect(function(p6, p7, ...)
local v35 = { ... };
if l__SessionKey__2 == p6 then
if p7 == "PlayerSentMessage" then
local v36 = v35[1];
if u9 then
u9({
PlayerName = v36.Name,
PlayerDisplayName = v36.DisplayName,
Message = v35[2],
Icon = v36.Icon and 0
});
return;
end;
else
if p7 == "UpdatePeerList" then
u14(v35[1]);
return;
end;
if p7 == "RemovedFromSession" then
u12("<i>You have been removed from this chat session</i>");
return;
end;
if p7 == "AddedToSession" then
u12("<i>You have been added to this chat session</i>");
end;
end;
end;
end);
client.Remote.Send("Session", l__SessionKey__2, "GetPeerList");
local l__gTable__37 = v8.gTable;
v8:Ready();
end;
|
-- Dont touch
|
while wait() do
script.Parent.Rotation = script.Parent.Rotation + 15
if script.Parent.Rotation == 360 then
script.Parent.Rotation = 0
end
end
|
-- enable the viewmodel system
|
local function enableviewmodel()
isfirstperson = true
if viewmodel.Parent ~= workspace.CurrentCamera then
viewmodel.Parent = workspace.CurrentCamera
end
if rigtype == "R15" then
-- disable character joints, enable viewmodel joints
rightshoulderclone.Enabled = true
leftshoulderclone.Enabled = true
-- disable real shoulders
leftshoulder.Enabled = true
rightshoulder.Enabled = true
--
rightshoulderclone.Part1 = rarm
rightshoulderclone.Part0 = faketorso
rightshoulderclone.Parent = faketorso
--
leftshoulderclone.Part1 = larm
leftshoulderclone.Part0 = faketorso
leftshoulderclone.Parent = faketorso
--
armtransparency = firstperson_arm_transparency
else
--
rightshoulderclone.Enabled = true
leftshoulderclone.Enabled = true
-- disable real shoulders
leftshoulder.Enabled = false
rightshoulder.Enabled = false
--
rightshoulderclone.Part1 = rarm
rightshoulderclone.Part0 = faketorso
rightshoulderclone.Parent = faketorso
--
leftshoulderclone.Part1 = larm
leftshoulderclone.Part0 = faketorso
leftshoulderclone.Parent = faketorso
--larm.Anchored = true
--rarm.Anchored = true
--
armtransparency = firstperson_arm_transparency
end
end
|
-- Decompiled with the Synapse X Luau decompiler.
|
local v1 = require(script:FindFirstAncestor("MainUI").Modules.WindShake);
v1:Init();
local v2, v3, v4 = ipairs(workspace.Lobby:GetDescendants());
while true do
v2(v3, v4);
if not v2 then
break;
end;
v4 = v2;
if v3:IsA("BasePart") and v3:GetAttribute("WindShake") then
v1:AddObjectShake(v3);
end;
end;
|
-------------------------
|
mouse.KeyDown:connect(function (key)
key = string.lower(key)
if key == "r" then --Camera controls
if cam == ("car") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Custom")
cam = ("freeplr")
Camera.FieldOfView = 70
elseif cam == ("freeplr") then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = ("Attach")
cam = ("lockplr")
Camera.FieldOfView = 45
elseif cam == ("lockplr") then
Camera.CameraSubject = carSeat
Camera.CameraType = ("Custom")
cam = ("car")
Camera.FieldOfView = 70
end
elseif key == "" then --Window controls
if windows == false then
winfob.Visible = true
windows = true
else windows = false
winfob.Visible = false
end
elseif key == "" then --Dash Screen Switch
if carSeat.Parent.Body.Dash.DashSc.G.Unit.Visible == false then
handler:FireServer('DashSwitch', true)
else
end
elseif key == "" then --FM Screen Switch
if carSeat.Parent.Body.Dash.Screen.G.Startup.Visible == false and carSeat.Parent.Body.Dash.Screen.G.Caution.Visible == false then
handler:FireServer('FMSwitch', true)
else
end
elseif key == "" then -- volume down
if carSeat.Parent.Body.MP.Sound.Volume >= 0 then
handler:FireServer('volumedown', true)
end
elseif key == "" then -- volume up
if carSeat.Parent.Body.MP.Sound.Volume <= 10 then
handler:FireServer('volumeup', true)
end
end
end)
HUB.Limiter.MouseButton1Click:connect(function() --Ignition
if carSeat.IsOn.Value == false then
carSeat.IsOn.Value = true
carSeat.Startup:Play()
wait(1)
carSeat.Chime:Play()
else
carSeat.IsOn.Value = false
end
end)
TR.SN.MouseButton1Click:connect(function() --Show tracker names
script.Parent.Names.Value = true
end)
TR.HN.MouseButton1Click:connect(function() --Hide tracker names
script.Parent.Names.Value = false
end)
winfob.mg.Play.MouseButton1Click:connect(function() --Play the next song
handler:FireServer('updateSong', winfob.mg.Input.Text)
end)
winfob.mg.Stop.MouseButton1Click:connect(function() --Play the next song
handler:FireServer('pauseSong')
end)
carSeat.Indicator.Changed:connect(function()
if carSeat.Indicator.Value == true then
script.Parent.Indicator:Play()
else
script.Parent.Indicator2:Play()
end
end)
game.Lighting.Changed:connect(function(prop)
if prop == "TimeOfDay" then
handler:FireServer('TimeUpdate')
end
end)
if game.Workspace.FilteringEnabled == true then
handler:FireServer('feON')
elseif game.Workspace.FilteringEnabled == false then
handler:FireServer('feOFF')
end
carSeat.LI.Changed:connect(function()
if carSeat.LI.Value == true then
carSeat.Parent.Body.Dash.Spd.G.Indicator.Visible = true
script.Parent.HUB.Left.Visible = true
else
carSeat.Parent.Body.Dash.Spd.G.Indicator.Visible = false
script.Parent.HUB.Left.Visible = false
end
end)
carSeat.RI.Changed:connect(function()
if carSeat.RI.Value == true then
carSeat.Parent.Body.Dash.Tac.G.Indicator.Visible = true
script.Parent.HUB.Right.Visible = true
else
carSeat.Parent.Body.Dash.Tac.G.Indicator.Visible = false
script.Parent.HUB.Right.Visible = false
end
end)
for i,v in pairs(script.Parent:getChildren()) do
if v:IsA('TextButton') then
v.MouseButton1Click:connect(function()
if carSeat.Windows:FindFirstChild(v.Name) then
local v = carSeat.Windows:FindFirstChild(v.Name)
if v.Value == true then
handler:FireServer('updateWindows', v.Name, false)
else
handler:FireServer('updateWindows', v.Name, true)
end
end
end)
end
end
while wait() do
if carSeat.Parent:FindFirstChild("Body") then
carSeat.Parent.Body.Dash.DashSc.G.Modes.SpeedStats.Speed.Text = math.floor(carSeat.Velocity.magnitude*((10/12) * (60/88)))
end
end
|
-- Waits for a new character to be added if the current one is invalid
-- (Ensures that you don't have the old dead character after a respawn)
|
function UTIL.WaitForValidCharacter(player)
local character = player.Character
if not character or not character.Parent or not character:FindFirstChild('Humanoid') or character.Humanoid.Health <= 0 then
player.CharacterAdded:wait()
wait(0) --NOTE: Necessary for server scripts executing on the same event
character = player.Character
end
return character
end
|
------------------------------------------------------------------------------------------------------------
|
function configureAnimationSetOld(name, fileList)
if (animTable[name] ~= nil) then
for _, connection in pairs(animTable[name].connections) do
connection:disconnect()
end
end
animTable[name] = {}
animTable[name].count = 0
animTable[name].totalWeight = 0
animTable[name].connections = {}
local allowCustomAnimations = true
local success, msg = pcall(function() allowCustomAnimations = game:GetService("StarterPlayer").AllowCustomAnimations end)
if not success then
allowCustomAnimations = true
end
-- check for config values
local config = script:FindFirstChild(name)
if (allowCustomAnimations and config ~= nil) then
table.insert(animTable[name].connections, config.ChildAdded:connect(function(child) configureAnimationSet(name, fileList) end))
table.insert(animTable[name].connections, config.ChildRemoved:connect(function(child) configureAnimationSet(name, fileList) end))
local idx = 1
for _, childPart in pairs(config:GetChildren()) do
if (childPart:IsA("Animation")) then
table.insert(animTable[name].connections, childPart.Changed:connect(function(property) configureAnimationSet(name, fileList) end))
animTable[name][idx] = {}
animTable[name][idx].anim = childPart
local weightObject = childPart:FindFirstChild("Weight")
if (weightObject == nil) then
animTable[name][idx].weight = 1
else
animTable[name][idx].weight = weightObject.Value
end
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + animTable[name][idx].weight
idx = idx + 1
end
end
end
-- fallback to defaults
if (animTable[name].count <= 0) then
for idx, anim in pairs(fileList) do
animTable[name][idx] = {}
animTable[name][idx].anim = Instance.new("Animation")
animTable[name][idx].anim.Name = name
animTable[name][idx].anim.AnimationId = anim.id
animTable[name][idx].weight = anim.weight
animTable[name].count = animTable[name].count + 1
animTable[name].totalWeight = animTable[name].totalWeight + anim.weight
-- print(name .. " [" .. idx .. "] " .. anim.id .. " (" .. anim.weight .. ")")
end
end
-- preload anims
for i, animType in pairs(animTable) do
for idx = 1, animType.count, 1 do
Humanoid:LoadAnimation(animType[idx].anim)
end
end
end
|
--[[
This function fixes a problem where when the Camera's CameraType is set back
to Enum.CameraType.Custom, it snaps back to the last distance before we
animated it.
As such, if the user is zoomed far out, calling `focusCharacter()` will zoom
in, and then once the animation finishes the camera snaps back to the
distance it was at before.
To work around this, we use this function to force the camera's zoom
distance to the distance that the camera will be from the character when the
animation completes.
]]
|
local function _setZoomDistanceHack(player: Player, distance: number, callback: () -> ())
local min = player.CameraMinZoomDistance
local max = player.CameraMaxZoomDistance
player.CameraMinZoomDistance = distance
player.CameraMaxZoomDistance = distance
callback()
player.CameraMinZoomDistance = min
player.CameraMaxZoomDistance = max
end
local function focusCharacter(player: Player, camera: Camera, offset: number?): RBXScriptSignal
offset = if offset ~= nil then offset else 10
-- selene: allow(incorrect_standard_library_use)
assert(offset)
local character = player.Character
local completed = Instance.new("BindableEvent")
if character and character.PrimaryPart then
local cameraType = camera.CameraType
local motor = Otter.createSingleMotor(0)
local direction = character:GetPrimaryPartCFrame().LookVector
local goalPosition = camera.Focus.Position + (Vector3.new(offset, 0, offset) * direction)
local goal = CFrame.lookAt(goalPosition, camera.Focus.Position)
motor:onStep(function(alpha: number)
camera.CFrame = camera.CFrame:Lerp(goal, alpha)
end)
motor:onComplete(function()
completed:Fire()
_setZoomDistanceHack(player, offset, function()
camera.CameraType = cameraType
-- Wait a frame to ensure the Camera has time to update based on the
-- current max zoom distance before we leave this scope and reset it
task.wait()
end)
end)
camera.CameraType = Enum.CameraType.Scriptable
motor:setGoal(Otter.spring(1, constants.Springs.Slowpoke))
end
return completed.Event
end
return focusCharacter
|
--print('stun ending')
|
guiMain:Destroy()
script.Parent:Destroy()
|
-- Define the function to open or close the window with gene-alike effect
|
local function toggleWindow()
if window.Visible then
window.Visible = false
opened.Visible = false
-- Close the window by tweening back to the button position and size
window:TweenSizeAndPosition(
UDim2.new(0, 0, 0, 0),
UDim2.new(0, aFinderButton.AbsolutePosition.X, 0, aFinderButton.AbsolutePosition.Y),
'Out',
'Quad',
0.5,
false,
function()
window.Visible = false
end
)
end
end
|
-- LOCAL
|
local tweenService = game:GetService("TweenService")
local replicatedStorage = game:GetService("ReplicatedStorage")
local debris = game:GetService("Debris")
local userInputService = game:GetService("UserInputService")
local httpService = game:GetService("HttpService") -- This is to generate GUIDs
local runService = game:GetService("RunService")
local textService = game:GetService("TextService")
local guiService = game:GetService("GuiService")
local starterGui = game:GetService("StarterGui")
local players = game:GetService("Players")
local IconController = require(script.IconController)
local Signal = require(script.Signal)
local Maid = require(script.Maid)
local TopbarPlusGui = require(script.TopbarPlusGui)
local TopbarPlusReference = require(script.TopbarPlusReference)
local referenceObject = TopbarPlusReference.getObject()
local Themes = require(script.Themes)
local activeItems = TopbarPlusGui.ActiveItems
local topbarContainer = TopbarPlusGui.TopbarContainer
local iconTemplate = topbarContainer["IconContainer"]
local DEFAULT_THEME = Themes.Default
local THUMB_OFFSET = 55
local Icon = (referenceObject and require(referenceObject.Value)) or {}
Icon.__index = Icon
if not referenceObject then
TopbarPlusReference.addToReplicatedStorage()
end
|
-- functions
|
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false) then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop()
currentAnimTrack:Destroy()
currentAnimTrack = nil
end
-- clean up walk if there is one
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop()
runAnimTrack:Destroy()
runAnimTrack = nil
end
return oldAnim
end
local smallButNotZero = 0.0001
function setRunSpeed(speed)
if speed < 0.33 then
currentAnimTrack:AdjustWeight(1.0)
runAnimTrack:AdjustWeight(smallButNotZero)
elseif speed < 0.66 then
local weight = ((speed - 0.33) / 0.33)
currentAnimTrack:AdjustWeight(1.0 - weight + smallButNotZero)
runAnimTrack:AdjustWeight(weight + smallButNotZero)
else
currentAnimTrack:AdjustWeight(smallButNotZero)
runAnimTrack:AdjustWeight(1.0)
end
local speedScaled = speed * 1.25
runAnimTrack:AdjustSpeed(speedScaled)
currentAnimTrack:AdjustSpeed(speedScaled)
end
function setAnimationSpeed(speed)
if speed ~= currentAnimSpeed then
currentAnimSpeed = speed
if currentAnim == "walk" then
setRunSpeed(speed)
else
currentAnimTrack:AdjustSpeed(currentAnimSpeed)
end
end
end
function keyFrameReachedFunc(frameName)
if (frameName == "End") then
if currentAnim == "walk" then
runAnimTrack.TimePosition = 0.0
currentAnimTrack.TimePosition = 0.0
else
local repeatAnim = currentAnim
-- return to idle if finishing an emote
if (emoteNames[repeatAnim] ~= nil and emoteNames[repeatAnim] == false) then
repeatAnim = "idle"
end
local animSpeed = currentAnimSpeed
playAnimation(repeatAnim, 0.15, Humanoid)
setAnimationSpeed(animSpeed)
end
end
end
function rollAnimation(animName)
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
return idx
end
function playAnimation(animName, transitionTime, humanoid)
local idx = rollAnimation(animName)
local anim = animTable[animName][idx].anim
-- switch animation
if (anim ~= currentAnimInstance) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
if (runAnimTrack ~= nil) then
runAnimTrack:Stop(transitionTime)
runAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
-- load it to the humanoid; get AnimationTrack
currentAnimTrack = humanoid:LoadAnimation(anim)
currentAnimTrack.Priority = Enum.AnimationPriority.Core
-- play the animation
currentAnimTrack:Play(transitionTime)
currentAnim = animName
currentAnimInstance = anim
-- set up keyframe name triggers
if (currentAnimKeyframeHandler ~= nil) then
currentAnimKeyframeHandler:disconnect()
end
currentAnimKeyframeHandler = currentAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
-- check to see if we need to blend a walk/run animation
if animName == "walk" then
local runAnimName = "run"
local runIdx = rollAnimation(runAnimName)
runAnimTrack = humanoid:LoadAnimation(animTable[runAnimName][runIdx].anim)
runAnimTrack.Priority = Enum.AnimationPriority.Core
runAnimTrack:Play(transitionTime)
if (runAnimKeyframeHandler ~= nil) then
runAnimKeyframeHandler:disconnect()
end
runAnimKeyframeHandler = runAnimTrack.KeyframeReached:connect(keyFrameReachedFunc)
end
end
end
|
-- Put in StarterPlayer > StarterCharacterScripts == Scripted By Conikku
|
local player = game.Players.LocalPlayer
local character = workspace:WaitForChild(player.Name)
local humanoid = character:WaitForChild("Humanoid")
humanoid:SetStateEnabled(Enum.HumanoidStateType.Swimming,false)
|
-- message : (string) the text of error thrown
-- stack : (string) the debug.traceback() of the where the error originated
-- origin : (datatype) the container where the error came from
|
function ErrorReporter:Report(message, stack, origin)
-- make sure that there isn't a circular loop of errors
local success, result = pcall(function()
if DEBUG_REPORTER then
local debugMsg = table.concat({
"Received Error :",
string.format("Message : (%s) - %s", type(message), message),
string.format("Stack : (%s) - %s", type(stack), stack),
string.format("Origin : (%s) - %s", type(origin), getFullPath(origin)),
"***************************",
}, "\n")
print(debugMsg)
end
-- format the message and stack
local strMessage = removePlayerNameFromStack(message)
local strStack = removePlayerNameFromStack(stack)
local strOrigin = removePlayerNameFromStack(getFullPath(origin))
-- report the error to all reporters
if REPORT_TO_GOOGLE_ANALYTICS then
local p = self._googleAnalyticsReporter:sendEvent(GAME_VERSION, strMessage, strStack)
p:andThen(function()
if PRINT_SUCCESSFUL_GOOGLE_ANALYTICS then
print("** Successfully reported error to GoogleAnalytics **",
"(Set Config.PRINT_SUCCESSFUL_GOOGLE_ANALYTICS to false to disable this message)")
end
end,
function(err)
warn("Error thrown while reporting to GA : ", err)
end)
end
if REPORT_TO_PLAYFAB then
local category = string.format("Errors-%s", GAME_VERSION)
local value = {
error = strMessage,
stack = strMessage,
origin = strOrigin,
}
self._playFabReporter:fireEvent(category, value)
-- PlayFab will not work while testing in Studio. It will give you an error saying :
-- `AnalyticsService can only be executed by game server.`
-- This means that you have to be playing a published game to get any real data.
-- But as far as this script cares, you successfully sent data to PlayFab.
if PRINT_SUCCESSFUL_PLAYFAB then
print("** Successfully reported error to PlayFab **",
"(Set Config.PRINT_SUCCESSFUL_PLAYFAB to false to disable this message)")
end
end
end)
if not success then
local warning = table.concat({
"Error Reporter threw an error :",
tostring(result),
"While reporting...",
string.format("Message : (%s) - %s", type(message), message),
string.format("Stack : (%s) - %s", type(stack), stack),
string.format("Origin : (%s) - %s", type(origin), tostring(origin)),
}, "\n")
warn(warning)
end
end
return ErrorReporter
|
-------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------
|
function OnRunning(Speed)
if Speed > 0.01 then
PlayAnimation("Walk", 0.1, Humanoid)
Pose = "Running"
else
PlayAnimation("Idle", 0.1, Humanoid)
Pose = "Standing"
end
end
function OnDied()
Pose = "Dead"
end
function OnJumping()
PlayAnimation("Jump", 0.1, Humanoid)
JumpAnimTime = JumpAnimDuration
Pose = "Jumping"
end
function OnClimbing(Speed)
PlayAnimation("Climb", 0.1, Humanoid)
SetAnimationSpeed(Speed / 12)
Pose = "Climbing"
end
function OnGettingUp()
Pose = "GettingUp"
end
function OnFreeFall()
if JumpAnimTime <= 0 then
PlayAnimation("Fall", FallTransitionTime, Humanoid)
end
Pose = "FreeFall"
end
function OnFallingDown()
Pose = "FallingDown"
end
function OnSeated()
Pose = "Seated"
end
function OnPlatformStanding()
Pose = "PlatformStanding"
end
function OnSwimming(Speed)
if Speed > 0 then
Pose = "Running"
else
Pose = "Standing"
end
end
function GetTool()
for i, Tool in pairs(Figure:GetChildren()) do
if Tool:IsA("Tool") then
return Tool
end
end
return nil
end
function GetToolAnim(Tool)
for i, Anim in pairs(Tool:GetChildren()) do
if string.lower(Anim.Name) == string.lower("ToolAnim") and Anim:IsA("StringValue") then
return Anim
end
end
return nil
end
function AnimateTool()
if ToolAnim == "None" then
PlayToolAnimation("ToolNone", ToolTransitionTime, Humanoid)
return
end
if ToolAnim == "Slash" then
PlayToolAnimation("ToolSlash", 0, Humanoid)
return
end
if ToolAnim == "Lunge" then
PlayToolAnimation("ToolLunge", 0, Humanoid)
return
end
end
function MoveSit()
--RightShoulder.MaxVelocity = 0.15
--LeftShoulder.MaxVelocity = 0.15
--RightShoulder:SetDesiredAngle(3.14 / 2)
--LeftShoulder:SetDesiredAngle(-3.14 / 2)
--RightHip:SetDesiredAngle(3.14 / 2)
--LeftHip:SetDesiredAngle(-3.14 / 2)
RightHip:SetDesiredAngle(1)
RightHip.CurrentAngle = RightHip.DesiredAngle
LeftHip:SetDesiredAngle(-1)
LeftHip.CurrentAngle = LeftHip.DesiredAngle
end
local LastTick = 0
function Move(Time)
local Amplitude = 1
local Frequency = 1
local DeltaTime = (Time - LastTick)
LastTick = Time
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
StopAllAnimations()
MoveSit()
return
elseif Pose == "Running" then
PlayAnimation("Walk", 0.1, Humanoid)
elseif Pose == "Dead" or Pose == "GettingUp" or Pose == "FallingDown" or Pose == "Seated" or Pose == "PlatformStanding" then
|
--sound.ScriptWestMinsterChimes.Disabled=true
|
sound.ScriptOff.Disabled=false
wait(4)
end
wait()
end
|
----------------SCRIPT--------------------------------------------------------------------------------------------------------------
|
if script.Disabled == false then
script.Parent["READ ME"].Disabled = true
end
while true do
wait(spawntime)
local Part = game.Workspace.Handleone
Part.Position = script.Parent.Position
Part.Anchored = false
Part.Parent = game.Workspace
end
|
--[=[
Cleans up the BasicPane, invoking Maid:DoCleaning() on the BasicPane and
setting the metatable to nil.
]=]
|
function BasicPane:Destroy()
self._maid:DoCleaning()
self._maid = nil
setmetatable(self, nil)
end
return BasicPane
|
--// All global vars will be wiped/replaced except script
|
return function(data)
local playergui = service.PlayerGui
local localplayer = service.Players.LocalPlayer
local gui = script.Parent.Parent
local frame = gui.Frame
--local cont = gui.Frame.Container
local termCont = frame.termCont
local serverCont = frame.serverCont
local localCont = frame.localCont
local logsCont = frame.logsCont
local scriptCont = frame.scriptCont
local errorCont = frame.errorCont
local localTab = frame.localTab
local scriptTab = frame.scriptTab
local logsTab = frame.logsTab
local termTab = frame.termTab
local serverTab = frame.serverTab
local errorTab = frame.errorTab
local close = gui.Frame.Close
local box = gui.Frame.Command
local name = gui.Frame.Nameb
local dragger = gui.Frame.Dragger
local entry = gui.Entry
local termLines = {}
local localLines = {}
local serverLines = {}
local logsLines = {}
local scriptLines = {}
local errorLines = {}
local function openLocal()
localCont.Visible = true
scriptCont.Visible = false
logsCont.Visible = false
termCont.Visible = false
serverCont.Visible = false
errorCont.Visible = false
localTab.BackgroundTransparency = 0
scriptTab.BackgroundTransparency = 0.5
logsTab.BackgroundTransparency = 0.5
termTab.BackgroundTransparency = 0.5
serverTab.BackgroundTransparency = 0.5
errorTab.BackgroundTransparency = 0.5
end
local function openScript()
localCont.Visible = false
scriptCont.Visible = true
logsCont.Visible = false
termCont.Visible = false
serverCont.Visible = false
errorCont.Visible = false
localTab.BackgroundTransparency = 0.5
scriptTab.BackgroundTransparency = 0
logsTab.BackgroundTransparency = 0.5
termTab.BackgroundTransparency = 0.5
serverTab.BackgroundTransparency = 0.5
errorTab.BackgroundTransparency = 0.5
end
local function openLogs()
localCont.Visible = false
scriptCont.Visible = false
logsCont.Visible = true
termCont.Visible = false
serverCont.Visible = false
errorCont.Visible = false
localTab.BackgroundTransparency = 0.5
scriptTab.BackgroundTransparency = 0.5
logsTab.BackgroundTransparency = 0
termTab.BackgroundTransparency = 0.5
serverTab.BackgroundTransparency = 0.5
errorTab.BackgroundTransparency = 0.5
end
local function openTerm()
localCont.Visible = false
scriptCont.Visible = false
logsCont.Visible = false
termCont.Visible = true
serverCont.Visible = false
errorCont.Visible = false
localTab.BackgroundTransparency = 0.5
scriptTab.BackgroundTransparency = 0.5
logsTab.BackgroundTransparency = 0.5
termTab.BackgroundTransparency = 0
serverTab.BackgroundTransparency = 0.5
errorTab.BackgroundTransparency = 0.5
end
local function openServer()
localCont.Visible = false
scriptCont.Visible = false
logsCont.Visible = false
termCont.Visible = false
serverCont.Visible = true
errorCont.Visible = false
localTab.BackgroundTransparency = 0.5
scriptTab.BackgroundTransparency = 0.5
logsTab.BackgroundTransparency = 0.5
termTab.BackgroundTransparency = 0.5
serverTab.BackgroundTransparency = 0
errorTab.BackgroundTransparency = 0.5
end
local function openErrors()
localCont.Visible = false
scriptCont.Visible = false
logsCont.Visible = false
termCont.Visible = false
serverCont.Visible = false
errorCont.Visible = true
localTab.BackgroundTransparency = 0.5
scriptTab.BackgroundTransparency = 0.5
logsTab.BackgroundTransparency = 0.5
termTab.BackgroundTransparency = 0.5
serverTab.BackgroundTransparency = 0.5
errorTab.BackgroundTransparency = 0
end
local function populate(cont,lines)
cont:ClearAllChildren()
local num = 0
for i,v in next,lines do
local new,text,color = entry:Clone()
if type(v) == "table" then
text = v.Text
color = v.Color
else
text = tostring(v)
end
new.Visible = true
new.Text = tostring(text)
new.Position = UDim2.new(0,0,0,num*20)
new.Parent = cont
new.TextColor3 = color or new.TextColor3
num = num+1
end
cont.CanvasSize = UDim2.new(0, 0, 0, (num*20))
local glob = ((num*20) - cont.AbsoluteWindowSize.Y)
if glob<0 then glob=0 end
cont.CanvasPosition = Vector2.new(0,glob)
end
local function populateAll()
populate(scriptCont,scriptLines)
populate(logsCont,logsLines)
populate(serverCont,serverLines)
populate(termCont,termLines)
populate(localCont,localLines)
populate(errorCont,errorLines)
end
--name.Text = localplayer.userId.."@"..game.PlaceId.." ;/>"
local function out(put,lines)
table.insert(lines,put)
if #lines>500 then
table.remove(lines,1)
end
end
local function formatOutput(tab)
local new = {}
for i,v in next,tab do
if type(v) == "table" then
local typ,color = v.messageType
if typ == "Error" then
color = Color3.new(1,0,0)
elseif typ == "Info" then
color = Color3.new(0,0,1)
elseif typ == "Warning" then
color = Color3.new(0,1,1)
end
table.insert(new,{
Text = v.message;
Color = color;
})
else
table.insert(new,tostring(v))
end
end
return new
end
local function formatLogs(tab)
local new = {}
for i,v in next,tab do
if type(v) == "table" then
table.insert(new,{
Text = tostring(v.Text)..": "..tostring(v.Desc);
})
else
table.insert(new,tostring(v))
end
end
return new
end
service.Events.TerminalLive:connect(function(rData)
local data = rData.Data
local rType = rData.Type
out(data,termLines)
populate(termCont,termLines)
end)
local updater = service.StartLoop("TerminalLoop",1,function()
service.Debounce("_TERMINAL_UPDATING",function()
local data = client.Remote.Get("TerminalData")
--termLines = data.Output
serverLines = formatOutput(data.ServerLogs or {})
logsLines = formatLogs(data.AdminLogs or {})
scriptLines = formatLogs(data.ScriptLogs or {})
errorLines = formatLogs(data.ErrorLogs or {})
localLines = formatOutput(service.LogService:GetLogHistory() or {})
--populate(termCont,termLines)
populate(scriptCont,scriptLines)
populate(logsCont,logsLines)
populate(errorCont,errorLines)
populate(serverCont,serverLines)
populate(localCont,localLines)
end)
end,true)
box.FocusLost:connect(function(enterPressed)
service.Debounce("_TERMINAL_BOX_FOCUSLOST",function()
wait(0.1)
if enterPressed and box.Text~="" then
local com = box.Text
box.Text = ""
out(">"..com,termLines)
populate(termCont,termLines)
local ret = client.Remote.Get("Terminal",com,{
Time = tick();
})
if ret and type(ret) == "table" then
for i,ent in next,ret do
out(ent,termLines)
end
populate(termCont,termLines)
end
box:CaptureFocus()
box.Text = ""
end
end)
end)
close.MouseButton1Click:connect(function()
updater:Kill()
client.Remote.Send("Session","Terminal",false)
out("Disconnecting session...",termLines)
populate(termCont,termLines)
wait(0.5)
gui:Destroy()
end)
localTab.MouseButton1Down:connect(openLocal)
scriptTab.MouseButton1Down:connect(openScript)
logsTab.MouseButton1Down:connect(openLogs)
termTab.MouseButton1Down:connect(openTerm)
serverTab.MouseButton1Down:connect(openServer)
errorTab.MouseButton1Down:connect(openErrors)
local mouse=service.Players.LocalPlayer:GetMouse()
local nx,ny=frame.AbsoluteSize.X,frame.AbsoluteSize.Y--500,300
local dragging=false
local defx,defy=nx,ny
mouse.Move:connect(function(x,y)
if dragging then
nx=defx+(dragger.Position.X.Offset+20)
ny=defy+(dragger.Position.Y.Offset+20)
if nx<300 then nx=300 end
if ny<200 then ny=200 end
frame.Size=UDim2.new(0, nx, 0, ny)
end
end)
dragger.DragBegin:connect(function(init)
dragging = true
frame.Active = false
end)
dragger.DragStopped:connect(function(x,y)
frame.Active = true
dragging = false
defx = nx
defy = ny
dragger.Position = UDim2.new(1,-20,1,-20)
populateAll()
end)
populateAll()
gTable:Ready()
end
|
-- Preload animations
|
function playAnimation(animName, transitionTime, Zombie)
local idleFromEmote = (animName == "idle" and emoteNames[currentAnim] ~= nil)
if (animName ~= currentAnim and not idleFromEmote) then
if (currentAnimTrack ~= nil) then
currentAnimTrack:Stop(transitionTime)
currentAnimTrack:Destroy()
end
currentAnimSpeed = 1.0
local roll = math.random(1, animTable[animName].totalWeight)
local origRoll = roll
local idx = 1
while (roll > animTable[animName][idx].weight) do
roll = roll - animTable[animName][idx].weight
idx = idx + 1
end
|
--[[
-----------[ THEMES ]-----------
- LIGHT THEME:
If you want the light theme version of the board,
replace line 1 with:
require(2925075326).Parent = script.Parent
- DARK THEME:
If you want the dark theme version of the board,
replace line 1 with:
require(5799918029).Parent = script.Parent
- RAINBOW THEME:
If you want the rainbow theme version of the board,
replace line 1 with:
require(6872314867).Parent = script.Parent
--]]
| |
--[[**
ensure value is an Instance and it's ClassName matches the given ClassName
@param className The class name to check for
@returns A function that will return true iff the condition is passed
**--]]
|
function t.instanceOf(className, childTable)
assert(t.string(className))
local childrenCheck
if childTable ~= nil then
childrenCheck = t.children(childTable)
end
return function(value)
local instanceSuccess, instanceErrMsg = t.Instance(value)
if not instanceSuccess then
return false, instanceErrMsg or ""
end
if value.ClassName ~= className then
return false, string.format("%s expected, got %s", className, value.ClassName)
end
if childrenCheck then
local childrenSuccess, childrenErrMsg = childrenCheck(value)
if not childrenSuccess then
return false, childrenErrMsg
end
end
return true
end
end
t.instance = t.instanceOf
|
-- Represents any table.
|
export type GenericTable = {[any]: any}
|
-- NOTE: The Repeating Times, Reversing, And Delay Is OPTIONAL
|
local TweenGoals = {
Rotation = 360
}
script.Parent.Parent.Parent.Sound:Play()
local create = TweenService:Create(script.Parent,TweeningInfo,TweenGoals)
while true do
create:Play()
task.wait()
script.Parent.Rotation = 0
end
|
--------------------
--| Script Logic |--
--------------------
|
Tool.Equipped:Connect(OnEquipped)
Tool.Activated:Connect(OnActivated)
|
--[[
The task.wait() calls below are placeholders for calling asynchronous functions
that would load parts of your game.
--]]
|
local ContentProvider = game:GetService("ContentProvider")
local LoadingScreen = require(script.Parent.LoadingScreen)
local REQUIRED_ASSETS = {
game.Workspace
}
LoadingScreen.enableAsync()
LoadingScreen.updateDetailText("Preloading important assets...")
ContentProvider:PreloadAsync(REQUIRED_ASSETS)
LoadingScreen.updateDetailText("Initializing...")
task.wait(1.5)
LoadingScreen.updateDetailText("Loading user data...")
task.wait(3)
LoadingScreen.updateDetailText("Spawning character...")
task.wait(3)
LoadingScreen.updateDetailText("Finishing up...")
task.wait(0.5)
LoadingScreen.disableAsync()
|
--------AUDIENCE BACK LEFT--------
|
game.Workspace.audiencebackleft1.Part3.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part6.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.audiencebackleft1.Part9.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
|
-- title macro item
|
local item = {}
function item:New(itemContainer, macroItem, pluginSettings, updatePluginSettings)
itemContainer.TextLabel.Text = macroItem.Text
function macroItem:UpdateText(text)
itemContainer.TextLabel.Text = text
end
function macroItem:UpdateTheme(theme)
itemContainer.TextLabel.TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText)
end
end
return item
|
-- Map storing Player -> Blocked user Ids.
|
local BlockedUserIdsMap = {}
PlayersService.PlayerAdded:connect(function(newPlayer)
for player, blockedUsers in pairs(BlockedUserIdsMap) do
local speaker = ChatService:GetSpeaker(player.Name)
if speaker then
for i = 1, #blockedUsers do
local blockedUserId = blockedUsers[i]
if blockedUserId == newPlayer.UserId then
speaker:AddMutedSpeaker(newPlayer.Name)
end
end
end
end
end)
PlayersService.PlayerRemoving:connect(function(removingPlayer)
BlockedUserIdsMap[removingPlayer] = nil
end)
if FFlagUserChatAddServerSideChecks2 then
EventFolder.SetBlockedUserIdsRequest.OnServerEvent:Connect(function(player, blockedUserIdsList)
if type(blockedUserIdsList) ~= "table" then
return
end
local prunedBlockedUserIdsList = {}
local speaker = ChatService:GetSpeaker(player.Name)
if speaker then
for i = 1, math.min(#blockedUserIdsList, MAX_BLOCKED_SPEAKERS_PER_REQ) do
if type(blockedUserIdsList[i]) == "number" then
table.insert(prunedBlockedUserIdsList, blockedUserIdsList[i])
local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i])
if blockedPlayer then
speaker:AddMutedSpeaker(blockedPlayer.Name)
end
end
end
-- We only want to store the first
-- MAX_BLOCKED_SPEAKERS_PER_REQ number of ids as needed
BlockedUserIdsMap[player] = prunedBlockedUserIdsList
end
end)
elseif FFlagUserChatAddServerSideChecks then
EventFolder.SetBlockedUserIdsRequest.OnServerEvent:Connect(function(player, blockedUserIdsList)
if type(blockedUserIdsList) ~= "table" then
return
end
BlockedUserIdsMap[player] = blockedUserIdsList
local speaker = ChatService:GetSpeaker(player.Name)
if speaker then
for i = 1, math.min(#blockedUserIdsList, MAX_BLOCKED_SPEAKERS_PER_REQ) do
if type(blockedUserIdsList[i]) == "number" then
local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i])
if blockedPlayer then
speaker:AddMutedSpeaker(blockedPlayer.Name)
end
end
end
end
end)
else
EventFolder.SetBlockedUserIdsRequest.OnServerEvent:Connect(function(player, blockedUserIdsList)
if type(blockedUserIdsList) ~= "table" then
return
end
BlockedUserIdsMap[player] = blockedUserIdsList
local speaker = ChatService:GetSpeaker(player.Name)
if speaker then
for i = 1, #blockedUserIdsList do
if type(blockedUserIdsList[i]) == "number" then
local blockedPlayer = PlayersService:GetPlayerByUserId(blockedUserIdsList[i])
if blockedPlayer then
speaker:AddMutedSpeaker(blockedPlayer.Name)
end
end
end
end
end)
end
EventFolder.GetInitDataRequest.OnServerInvoke = (function(playerObj)
local speaker = ChatService:GetSpeaker(playerObj.Name)
if not (speaker and speaker:GetPlayer()) then
CreatePlayerSpeakerObject(playerObj)
speaker = ChatService:GetSpeaker(playerObj.Name)
end
local data = {}
data.Channels = {}
data.SpeakerExtraData = {}
for _, channelName in pairs(speaker:GetChannelList()) do
local channelObj = ChatService:GetChannel(channelName)
if (channelObj) then
local channelData =
{
channelName,
channelObj:GetWelcomeMessageForSpeaker(speaker),
channelObj:GetHistoryLogForSpeaker(speaker),
channelObj.ChannelNameColor,
}
table.insert(data.Channels, channelData)
end
end
for _, oSpeakerName in pairs(ChatService:GetSpeakerList()) do
local oSpeaker = ChatService:GetSpeaker(oSpeakerName)
data.SpeakerExtraData[oSpeakerName] = oSpeaker.ExtraData
end
return data
end)
local function DoJoinCommand(speakerName, channelName, fromChannelName)
local speaker = ChatService:GetSpeaker(speakerName)
local channel = ChatService:GetChannel(channelName)
if (speaker) then
if (channel) then
if (channel.Joinable) then
if (not speaker:IsInChannel(channel.Name)) then
speaker:JoinChannel(channel.Name)
else
speaker:SetMainChannel(channel.Name)
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_SwitchChannel_NowInChannel",
string.format("You are now chatting in channel: '%s'", channel.Name),
"RBX_NAME",
channel.Name)
speaker:SendSystemMessage(msg, channel.Name)
end
else
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatServiceRunner_YouCannotJoinChannel",
"You cannot join channel '" .. channelName .. "'.",
"RBX_NAME",
channelName)
speaker:SendSystemMessage(msg, fromChannelName)
end
else
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatServiceRunner_ChannelDoesNotExist",
"Channel '" .. channelName .. "' does not exist.",
"RBX_NAME",
channelName)
speaker:SendSystemMessage(msg, fromChannelName)
end
end
end
local function DoLeaveCommand(speakerName, channelName, fromChannelName)
local speaker = ChatService:GetSpeaker(speakerName)
local channel = ChatService:GetChannel(channelName)
if (speaker) then
if (speaker:IsInChannel(channelName)) then
if (channel.Leavable) then
speaker:LeaveChannel(channel.Name)
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatService_YouHaveLeftChannel",
string.format("You have left channel '%s'", channelName),
"RBX_NAME",
channel.Name)
speaker:SendSystemMessage(msg, "System")
else
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatServiceRunner_YouCannotLeaveChannel",
("You cannot leave channel '" .. channelName .. "'."),
"RBX_NAME",
channelName)
speaker:SendSystemMessage(msg, fromChannelName)
end
else
local msg = ChatLocalization:FormatMessageToSend(
"GameChat_ChatServiceRunner_YouAreNotInChannel",
("You are not in channel '" .. channelName .. "'."),
"RBX_NAME",
channelName)
speaker:SendSystemMessage(msg, fromChannelName)
end
end
end
ChatService:RegisterProcessCommandsFunction("default_commands", function(fromSpeaker, message, channel)
if (string.sub(message, 1, 6):lower() == "/join ") then
DoJoinCommand(fromSpeaker, string.sub(message, 7), channel)
return true
elseif (string.sub(message, 1, 3):lower() == "/j ") then
DoJoinCommand(fromSpeaker, string.sub(message, 4), channel)
return true
elseif (string.sub(message, 1, 7):lower() == "/leave ") then
DoLeaveCommand(fromSpeaker, string.sub(message, 8), channel)
return true
elseif (string.sub(message, 1, 3):lower() == "/l ") then
DoLeaveCommand(fromSpeaker, string.sub(message, 4), channel)
return true
end
return false
end)
if ChatSettings.GeneralChannelName and ChatSettings.GeneralChannelName ~= "" then
local allChannel = ChatService:AddChannel(ChatSettings.GeneralChannelName)
allChannel.Leavable = false
allChannel.AutoJoin = true
allChannel:RegisterGetWelcomeMessageFunction(function(speaker)
if RunService:IsStudio() then
return nil
end
local player = speaker:GetPlayer()
if player then
local success, canChat = pcall(function()
return Chat:CanUserChatAsync(player.UserId)
end)
if success and not canChat then
return ""
end
end
end)
end
local systemChannel = ChatService:AddChannel("System")
systemChannel.Leavable = false
systemChannel.AutoJoin = true
systemChannel.WelcomeMessage = ChatLocalization:FormatMessageToSend(
"GameChat_ChatServiceRunner_SystemChannelWelcomeMessage", "This channel is for system and game notifications."
)
systemChannel.SpeakerJoined:connect(function(speakerName)
systemChannel:MuteSpeaker(speakerName)
end)
local function TryRunModule(module)
if module:IsA("ModuleScript") then
local ret = require(module)
if (type(ret) == "function") then
ret(ChatService)
end
end
end
local modules = Chat:WaitForChild("ChatModules")
modules.ChildAdded:connect(function(child)
local success, returnval = pcall(TryRunModule, child)
if not success and returnval then
print("Error running module " ..child.Name.. ": " ..returnval)
end
end)
for _, module in pairs(modules:GetChildren()) do
local success, returnval = pcall(TryRunModule, module)
if not success and returnval then
print("Error running module " ..module.Name.. ": " ..returnval)
end
end
PlayersService.PlayerRemoving:connect(function(playerObj)
if (ChatService:GetSpeaker(playerObj.Name)) then
ChatService:RemoveSpeaker(playerObj.Name)
end
end)
|
--[[
The reconciler is the mechanism in Roact that constructs the virtual tree
that later gets turned into concrete objects by the renderer.
Roact's reconciler is constructed with the renderer as an argument, which
enables switching to different renderers for different platforms or
scenarios.
When testing the reconciler itself, it's common to use `NoopRenderer` with
spies replacing some methods. The default (and only) reconciler interface
exposed by Roact right now uses `RobloxRenderer`.
]]
|
local function createReconciler(renderer)
local reconciler
local mountVirtualNode
local updateVirtualNode
local unmountVirtualNode
--[[
Unmount the given virtualNode, replacing it with a new node described by
the given element.
Preserves host properties, depth, and legacyContext from parent.
]]
local function replaceVirtualNode(virtualNode, newElement)
local hostParent = virtualNode.hostParent
local hostKey = virtualNode.hostKey
local depth = virtualNode.depth
local parent = virtualNode.parent
-- If the node that is being replaced has modified context, we need to
-- use the original *unmodified* context for the new node
-- The `originalContext` field will be nil if the context was unchanged
local context = virtualNode.originalContext or virtualNode.context
local parentLegacyContext = virtualNode.parentLegacyContext
-- If updating this node has caused a component higher up the tree to re-render
-- and updateChildren to be re-entered then this node could already have been
-- unmounted in the previous updateChildren pass.
if not virtualNode.wasUnmounted then
unmountVirtualNode(virtualNode)
end
local newNode = mountVirtualNode(newElement, hostParent, hostKey, context, parentLegacyContext)
-- mountVirtualNode can return nil if the element is a boolean
if newNode ~= nil then
newNode.depth = depth
newNode.parent = parent
end
return newNode
end
--[[
Utility to update the children of a virtual node based on zero or more
updated children given as elements.
]]
local function updateChildren(virtualNode, hostParent, newChildElements)
if config.internalTypeChecks then
internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #1 to be of type VirtualNode")
end
virtualNode.updateChildrenCount = virtualNode.updateChildrenCount + 1
local currentUpdateChildrenCount = virtualNode.updateChildrenCount
local removeKeys = {}
-- Changed or removed children
for childKey, childNode in pairs(virtualNode.children) do
local newElement = ElementUtils.getElementByKey(newChildElements, childKey)
local newNode = updateVirtualNode(childNode, newElement)
-- If updating this node has caused a component higher up the tree to re-render
-- and updateChildren to be re-entered for this virtualNode then
-- this result is invalid and needs to be disgarded.
if virtualNode.updateChildrenCount ~= currentUpdateChildrenCount then
if newNode and newNode ~= virtualNode.children[childKey] then
unmountVirtualNode(newNode)
end
return
end
if newNode ~= nil then
virtualNode.children[childKey] = newNode
else
removeKeys[childKey] = true
end
end
for childKey in pairs(removeKeys) do
virtualNode.children[childKey] = nil
end
-- Added children
for childKey, newElement in ElementUtils.iterateElements(newChildElements) do
local concreteKey = childKey
if childKey == ElementUtils.UseParentKey then
concreteKey = virtualNode.hostKey
end
if virtualNode.children[childKey] == nil then
local childNode = mountVirtualNode(
newElement,
hostParent,
concreteKey,
virtualNode.context,
virtualNode.legacyContext
)
-- If updating this node has caused a component higher up the tree to re-render
-- and updateChildren to be re-entered for this virtualNode then
-- this result is invalid and needs to be discarded.
if virtualNode.updateChildrenCount ~= currentUpdateChildrenCount then
if childNode then
unmountVirtualNode(childNode)
end
return
end
-- mountVirtualNode can return nil if the element is a boolean
if childNode ~= nil then
childNode.depth = virtualNode.depth + 1
childNode.parent = virtualNode
virtualNode.children[childKey] = childNode
end
end
end
end
local function updateVirtualNodeWithChildren(virtualNode, hostParent, newChildElements)
updateChildren(virtualNode, hostParent, newChildElements)
end
local function updateVirtualNodeWithRenderResult(virtualNode, hostParent, renderResult)
if Type.of(renderResult) == Type.Element or renderResult == nil or typeof(renderResult) == "boolean" then
updateChildren(virtualNode, hostParent, renderResult)
else
error(
("%s\n%s"):format(
"Component returned invalid children:",
virtualNode.currentElement.source or "<enable element tracebacks>"
),
0
)
end
end
--[[
Unmounts the given virtual node and releases any held resources.
]]
function unmountVirtualNode(virtualNode)
if config.internalTypeChecks then
internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #1 to be of type VirtualNode")
end
virtualNode.wasUnmounted = true
local kind = ElementKind.of(virtualNode.currentElement)
-- selene: allow(if_same_then_else)
if kind == ElementKind.Host then
renderer.unmountHostNode(reconciler, virtualNode)
elseif kind == ElementKind.Function then
for _, childNode in pairs(virtualNode.children) do
unmountVirtualNode(childNode)
end
elseif kind == ElementKind.Stateful then
virtualNode.instance:__unmount()
elseif kind == ElementKind.Portal then
for _, childNode in pairs(virtualNode.children) do
unmountVirtualNode(childNode)
end
elseif kind == ElementKind.Fragment then
for _, childNode in pairs(virtualNode.children) do
unmountVirtualNode(childNode)
end
else
error(("Unknown ElementKind %q"):format(tostring(kind)), 2)
end
end
local function updateFunctionVirtualNode(virtualNode, newElement)
local children = newElement.component(newElement.props)
updateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, children)
return virtualNode
end
local function updatePortalVirtualNode(virtualNode, newElement)
local oldElement = virtualNode.currentElement
local oldTargetHostParent = oldElement.props.target
local targetHostParent = newElement.props.target
assert(renderer.isHostObject(targetHostParent), "Expected target to be host object")
if targetHostParent ~= oldTargetHostParent then
return replaceVirtualNode(virtualNode, newElement)
end
local children = newElement.props[Children]
updateVirtualNodeWithChildren(virtualNode, targetHostParent, children)
return virtualNode
end
local function updateFragmentVirtualNode(virtualNode, newElement)
updateVirtualNodeWithChildren(virtualNode, virtualNode.hostParent, newElement.elements)
return virtualNode
end
--[[
Update the given virtual node using a new element describing what it
should transform into.
`updateVirtualNode` will return a new virtual node that should replace
the passed in virtual node. This is because a virtual node can be
updated with an element referencing a different component!
In that case, `updateVirtualNode` will unmount the input virtual node,
mount a new virtual node, and return it in this case, while also issuing
a warning to the user.
]]
function updateVirtualNode(virtualNode, newElement, newState: { [any]: any }?): { [any]: any }?
if config.internalTypeChecks then
internalAssert(Type.of(virtualNode) == Type.VirtualNode, "Expected arg #1 to be of type VirtualNode")
end
if config.typeChecks then
assert(
Type.of(newElement) == Type.Element or typeof(newElement) == "boolean" or newElement == nil,
"Expected arg #2 to be of type Element, boolean, or nil"
)
end
-- If nothing changed, we can skip this update
if virtualNode.currentElement == newElement and newState == nil then
return virtualNode
end
if typeof(newElement) == "boolean" or newElement == nil then
unmountVirtualNode(virtualNode)
return nil
end
if virtualNode.currentElement.component ~= newElement.component then
return replaceVirtualNode(virtualNode, newElement)
end
local kind = ElementKind.of(newElement)
local shouldContinueUpdate = true
if kind == ElementKind.Host then
virtualNode = renderer.updateHostNode(reconciler, virtualNode, newElement)
elseif kind == ElementKind.Function then
virtualNode = updateFunctionVirtualNode(virtualNode, newElement)
elseif kind == ElementKind.Stateful then
shouldContinueUpdate = virtualNode.instance:__update(newElement, newState)
elseif kind == ElementKind.Portal then
virtualNode = updatePortalVirtualNode(virtualNode, newElement)
elseif kind == ElementKind.Fragment then
virtualNode = updateFragmentVirtualNode(virtualNode, newElement)
else
error(("Unknown ElementKind %q"):format(tostring(kind)), 2)
end
-- Stateful components can abort updates via shouldUpdate. If that
-- happens, we should stop doing stuff at this point.
if not shouldContinueUpdate then
return virtualNode
end
virtualNode.currentElement = newElement
return virtualNode
end
--[[
Constructs a new virtual node but not does mount it.
]]
local function createVirtualNode(element, hostParent, hostKey, context, legacyContext)
if config.internalTypeChecks then
internalAssert(
renderer.isHostObject(hostParent) or hostParent == nil,
"Expected arg #2 to be a host object"
)
internalAssert(typeof(context) == "table" or context == nil, "Expected arg #4 to be of type table or nil")
internalAssert(
typeof(legacyContext) == "table" or legacyContext == nil,
"Expected arg #5 to be of type table or nil"
)
end
if config.typeChecks then
assert(hostKey ~= nil, "Expected arg #3 to be non-nil")
assert(
Type.of(element) == Type.Element or typeof(element) == "boolean",
"Expected arg #1 to be of type Element or boolean"
)
end
return {
[Type] = Type.VirtualNode,
currentElement = element,
depth = 1,
parent = nil,
children = {},
hostParent = hostParent,
hostKey = hostKey,
updateChildrenCount = 0,
wasUnmounted = false,
-- Legacy Context API
-- A table of context values inherited from the parent node
legacyContext = legacyContext,
-- A saved copy of the parent context, used when replacing a node
parentLegacyContext = legacyContext,
-- Context API
-- A table of context values inherited from the parent node
context = context or {},
-- A saved copy of the unmodified context; this will be updated when
-- a component adds new context and used when a node is replaced
originalContext = nil,
}
end
local function mountFunctionVirtualNode(virtualNode)
local element = virtualNode.currentElement
local children = element.component(element.props)
updateVirtualNodeWithRenderResult(virtualNode, virtualNode.hostParent, children)
end
local function mountPortalVirtualNode(virtualNode)
local element = virtualNode.currentElement
local targetHostParent = element.props.target
local children = element.props[Children]
assert(renderer.isHostObject(targetHostParent), "Expected target to be host object")
updateVirtualNodeWithChildren(virtualNode, targetHostParent, children)
end
local function mountFragmentVirtualNode(virtualNode)
local element = virtualNode.currentElement
local children = element.elements
updateVirtualNodeWithChildren(virtualNode, virtualNode.hostParent, children)
end
--[[
Constructs a new virtual node and mounts it, but does not place it into
the tree.
]]
function mountVirtualNode(element, hostParent, hostKey, context, legacyContext)
if config.internalTypeChecks then
internalAssert(
renderer.isHostObject(hostParent) or hostParent == nil,
"Expected arg #2 to be a host object"
)
internalAssert(
typeof(legacyContext) == "table" or legacyContext == nil,
"Expected arg #5 to be of type table or nil"
)
end
if config.typeChecks then
assert(hostKey ~= nil, "Expected arg #3 to be non-nil")
assert(
Type.of(element) == Type.Element or typeof(element) == "boolean",
"Expected arg #1 to be of type Element or boolean"
)
end
-- Boolean values render as nil to enable terse conditional rendering.
if typeof(element) == "boolean" then
return nil
end
local kind = ElementKind.of(element)
local virtualNode = createVirtualNode(element, hostParent, hostKey, context, legacyContext)
if kind == ElementKind.Host then
renderer.mountHostNode(reconciler, virtualNode)
elseif kind == ElementKind.Function then
mountFunctionVirtualNode(virtualNode)
elseif kind == ElementKind.Stateful then
element.component:__mount(reconciler, virtualNode)
elseif kind == ElementKind.Portal then
mountPortalVirtualNode(virtualNode)
elseif kind == ElementKind.Fragment then
mountFragmentVirtualNode(virtualNode)
else
error(("Unknown ElementKind %q"):format(tostring(kind)), 2)
end
return virtualNode
end
--[[
Constructs a new Roact virtual tree, constructs a root node for
it, and mounts it.
]]
local function mountVirtualTree(element, hostParent, hostKey)
if config.typeChecks then
assert(Type.of(element) == Type.Element, "Expected arg #1 to be of type Element")
assert(renderer.isHostObject(hostParent) or hostParent == nil, "Expected arg #2 to be a host object")
end
if hostKey == nil then
hostKey = "RoactTree"
end
local tree = {
[Type] = Type.VirtualTree,
[InternalData] = {
-- The root node of the tree, which starts into the hierarchy of
-- Roact component instances.
rootNode = nil,
mounted = true,
},
}
tree[InternalData].rootNode = mountVirtualNode(element, hostParent, hostKey)
return tree
end
--[[
Unmounts the virtual tree, freeing all of its resources.
No further operations should be done on the tree after it's been
unmounted, as indicated by its the `mounted` field.
]]
local function unmountVirtualTree(tree)
local internalData = tree[InternalData]
if config.typeChecks then
assert(Type.of(tree) == Type.VirtualTree, "Expected arg #1 to be a Roact handle")
assert(internalData.mounted, "Cannot unmounted a Roact tree that has already been unmounted")
end
internalData.mounted = false
if internalData.rootNode ~= nil then
unmountVirtualNode(internalData.rootNode)
end
end
--[[
Utility method for updating the root node of a virtual tree given a new
element.
]]
local function updateVirtualTree(tree, newElement)
local internalData = tree[InternalData]
if config.typeChecks then
assert(Type.of(tree) == Type.VirtualTree, "Expected arg #1 to be a Roact handle")
assert(Type.of(newElement) == Type.Element, "Expected arg #2 to be a Roact Element")
end
internalData.rootNode = updateVirtualNode(internalData.rootNode, newElement)
return tree
end
reconciler = {
mountVirtualTree = mountVirtualTree,
unmountVirtualTree = unmountVirtualTree,
updateVirtualTree = updateVirtualTree,
createVirtualNode = createVirtualNode,
mountVirtualNode = mountVirtualNode,
unmountVirtualNode = unmountVirtualNode,
updateVirtualNode = updateVirtualNode,
updateVirtualNodeWithChildren = updateVirtualNodeWithChildren,
updateVirtualNodeWithRenderResult = updateVirtualNodeWithRenderResult,
}
return reconciler
end
return createReconciler
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