text stringlengths 54 19.6k |
|---|
Start by breaking down the code basically step by step:
--[[
Function to call and retry a given function, up to maxAttempts times.
This function waits pauseConstant + (pauseExponent ^ numAttempts) between retries for progressive exponential backoff.
Calls are made with the functionCallHandler (default: pcall)
and t... |
Breakdown this code:
-- FRAMEWORK
export type FrameworkType = {
Logger: {
print: (...any) -> (),
debug: (...any) -> (),
warn: (...any) -> (),
error: (...any) -> (),
},
Functions: {},
Modules: (...any) -> ...any & {},
Services: (
...any
) -> ...any & {
Workspace: Workspace,
Players: Players,
Light... |
important code input to explain step by step:
--[=[
Like [GetRemoteFunction] but in promise form.
@function PromiseGetRemoteFunction
@within PromiseGetRemoteFunction
@param name string
@return Promise<RemoteFunction>
]=]
if not RunService:IsRunning() then
-- Handle testing
return function(name)
return Promis... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--Made by Luckymaxer
Character = script.Parent
BaseColor = BrickColor.new("Bright yellow")
Color = BaseColor.Color
Duration = 150
Classes = {
BasePart = {
BrickColor = BaseColor,
Material = E... |
query code to breakdown:
--Preforms a "soft shutdown". It will teleport players to a reserved server
--and teleport them back, with a new server. ORiginal version by Merely.
--Be aware this will hard shutdown reserved servers.
local PlaceId = game.PlaceId
local Players = game:GetService("Players")
local TeleportServi... |
code to explain:
--Precalculated paths
local t, f, n = true, false, {}
local r = {
[58] = { { 58 }, t },
[49] = { { 58, 56, 30, 41, 39, 35, 34, 32, 31, 29, 28, 44, 45, 49 }, t },
[16] = { n, f },
[19] = { { 58, 20, 19 }, t },
[59] = { { 58, 56, 30, 41, 59 }, t },
[63] = { { 58, 20, 63 }, t },
[34] = { { 58, 56, ... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
LOWGames Studios
Date: 27 October 2022
by Elder
]]
--
local u1 = nil
coroutine.wrap(function()
u1 = require(game.ReplicatedStorage:WaitForChild("Framework"):WaitForChild("Library"))
end)(... |
code:
----------- UTILITIES --------------
local Util = {}
do
function Util.Create(instanceType)
return function(data)
local obj = Instance.new(instanceType)
local parent = nil
for k, v in pairs(data) do
if type(k) == "number" then
v.Parent = obj
elseif k == "Parent" then
parent = v
el... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- Compiled with roblox-ts v2.1.0
local default = {
["0"] = 0,
px = 1,
["1"] = 1,
["2"] = 2,
["4"] = 4,
["8"] = 8,
}
return {
default = default,
}
Sure. Here is a summary:
## Breakdown
The provided Lua module i... |
query code to breakdown:
--!strict
local Types = require(script.Parent.Types)
type ServerBridge = {
Fire: (self: ServerBridge, target: Player | Types.PlayerContainer, content: Types.Content) -> (),
Connect: (self: ServerBridge, callback: (player: Player, content: Types.Content?) -> ()) -> Connection,
Once: (self: S... |
code to explain:
--[[Weight and CG]]
Tune.Weight = 1760 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
0.2,
--[[Height]]
0.2,
--[[Length]]
0.2,
}
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front whee... |
Breakdown this code:
-- functions
function stopAllAnimations()
local oldAnim = currentAnim
-- return to idle if finishing an emote
if emoteNames[oldAnim] ~= nil and emoteNames[oldAnim] == false then
oldAnim = "idle"
end
currentAnim = ""
currentAnimInstance = nil
if currentAnimKeyframeHandler ~= nil then
c... |
code instruction:
--[[
Mobile.TouchStarted(position)
Mobile.TouchEnded(position)
Mobile.TouchMoved(position, delta)
Mobile.TouchTapInWorld(position)
Mobile.TouchPinch(scale, state)
--]]
local Mobile = {}
local RAY = Ray.new
local workspace = workspace
local userInput = game:GetService("UserInputService")
lo... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--add the power laser flickering here
--skipped
wait(0.7)
Utils:CreateTween(game.Lighting.ColorCorrection, { 0.25 }, { Contrast = 1, Brightness = 2 }, true)
wait(12)
game.Lighting.ColorCorrection.Contrast = -1
Utils:Crea... |
code instruction:
--[[Controls]]
local _CTRL = _Tune.Controls
local Controls = Instance.new("Folder", script.Parent)
Controls.Name = "Controls"
for i, v in pairs(_CTRL) do
local a = Instance.new("StringValue", Controls)
a.Name = i
a.Value = v.Name
a.Changed:connect(function()
if i == "MouseThrottle" or i == "Mou... |
code instruction:
--- VARIABLES/CONSTANTS ---
THROW_MULTIPLIER = 0.25
local Tool = {}
Tool.MouseButton1 = function(Character, ExtraData) -- Throw
local MousePosition = ExtraData[1]
local Net = Character:FindFirstChildOfClass("Tool")
if not Net:FindFirstChild("Display") then
return
end
Character.Humanoid:Loa... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Leaning]]
--
Tune.LeanSpeed = 0.07 -- How quickly the the bike will lean, .01 being slow, 1 being almost instantly
Tune.LeanProgressiveness = 30 -- How much steering is kept at higher speeds, a lower number is less s... |
query code to breakdown:
--[[
Calls a given callback on some specified interval until the
clear function is called.
The callback is given deltaTime since it was last called, along
with any extra parameters passed to setInterval.
The first callback call is made after intervalSeconds passes,
i.e. it is not immedi... |
Start by breaking down the code basically step by step:
------------------------------------------------------------------------------
---------- This code tries to load dynamically into an ongoing show ----------
local timeUntilNextShow, timeIntoShow = calculateShowTimes()
local shouldLoadPSV = true
for _, scene in ... |
query code to breakdown:
--[=[
@tag Component
@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",... |
code:
-- This is an overloaded function for TransparencyController:SetupTransparency(character)
-- Do not call directly, or it will throw an assertion!
function FpsCamera:SetupTransparency(character, ...)
assert(self ~= FpsCamera)
self:BaseSetupTransparency(character, ...)
if self.AttachmentListener then
self.At... |
code to explain:
--[[Misc]]
Tune.LoadDelay = 0.1 -- Delay before initializing chassis (in seconds)
Tune.AutoStart = false -- Set to false if using manual ignition plugin
Tune.AutoFlip = false -- Set to false if using manual flip plugin
explanation:
## Breakdown
The provided code snippet is intended to define a confi... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
-- functions
local function Raycast(ray, ignore)
ignore = ignore or {}
local hit, position, normal
local success = false
repeat
hit, position, normal = Workspace:FindPartOnRayWithIgnoreList(r... |
input_code:
-----------------
--| Variables |--
-----------------
local DebrisService = Game:GetService("Debris")
local PlayersService = Game:GetService("Players")
local Tool = script.Parent
local ToolHandle = Tool.Handle
local RocketScript = WaitForChild(script, "Rocket")
local SwooshSound = WaitForChild(script, "... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[ Public API ]]
--
function DPad:Enable()
DPadFrame.Visible = true
end
function DPad:Disable()
DPadFrame.Visible = false
OnInputEnded()
end
function DPad:Create(parentFrame)
if DPadFrame then
DPadFrame:Destroy... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
A symbol for representing nil values in contexts where nil is not usable.
]]
local Package = script.Parent.Parent
local Types = require(Package.Types)
return {
type = "Symbol",
name = "None",
} :: Types.None
... |
important code input to explain step by step:
--lights
local Red1 = script.Parent.Red1
local Red2 = script.Parent.Red2
local RL = script.Parent.RL
local RR = script.Parent.RR
local FL = script.Parent.FL
local FR = script.Parent.FR
local f1 = script.Parent.WhiteFront
local f2 = script.Parent.WhiteFront2
local r1 = scrip... |
input_code:
--Weld stuff here
MakeWeld(car.Misc.LMIRR.Handle, car.DriveSeat, "Motor", 0.1).Name = "M"
ModelWeld(car.Misc.LMIRR, car.Misc.LMIRR.Handle)
MakeWeld(car.Misc.RMIRR.Handle, car.DriveSeat, "Motor", 0.1).Name = "M"
ModelWeld(car.Misc.RMIRR, car.Misc.RMIRR.Handle)
code breakdown:
## Breakdown
The provided c... |
input_code:
-- Core selection system
Selection = {}
Selection.Items = {}
Selection.ItemIndex = {}
Selection.Outlines = {}
Selection.Color = BrickColor.new("Cyan")
Selection.Multiselecting = false
output_code:
## Breakdown
The provided code initializes a basic selection system in Roblox using Luau, which is the scrip... |
important code input to explain step by step:
--//Name Updater
local Module = script.Parent.Parent.Parent.Parent.Parent.Settings
local Modulee = require(Module)
local Name = Modulee.CurrencyName
script.Parent.Name = Name .. " : " .. script.Parent.Parent.Parent.CurrencyToCollect.Value
script.Parent.Parent.Parent.Curr... |
important code input to explain step by step:
-- Variables:
local boat = script.Parent.Parent
local Animations = boat.Parent.Animations
local MainModel = boat.Main_Model
local MainPart = MainModel.MAIN
local PartsModel = boat.Parts
local GearShiftSound = MainPart.GearShift
local Values = MainModel.Values
local EngineOn... |
Start by breaking down the code basically step by step:
--!strict
local Array = script.Parent.Parent
local LuauPolyfill = Array.Parent
local types = require(LuauPolyfill.types)
type Object = types.Object
type Array<T> = types.Array<T>
type mapFn<T, U> = (element: T, index: number) -> U
type mapFnWithThisArg<T, U> = (t... |
important code input to explain step by step:
---------------------------------------------------------------
function onChildAdded(child)
if child.Name == "SeatWeld" then
local human = child.part1.Parent:findFirstChild("Humanoid")
if human ~= nil then
print("Human IN")
seat.SirenPanel.Control.CarName.Value ... |
code:
-- ================================================================================
-- Settings - Speedster
-- ================================================================================
local Settings = {}
Settings.DefaultSpeed = 125 -- Speed when not boosted [Studs/second, Range 50-300]
Settings.BoostSpe... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Wheel Alignment]]
--[Don't physically apply alignment to wheels]
--[Values are in degrees]
Tune.FCamber = 2
Tune.RCamber = -1
Tune.FToe = 0
Tune.RToe = 0
explanation:
## Breakdown
The provided code snippet creates... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[=[
Works line combineLatest, but allow the transformation of a brio into an observable
that emits the value, and then nil, on death.
The issue here is this:
1. Resources are found with combin... |
input_code:
-- Decompiled with the Synapse X Luau decompiler.
local v1 = {}
local l__ReplicatedStorage__2 = game.ReplicatedStorage
local v3 = require(game.ReplicatedStorage.Modules.Lightning)
local v4 = require(game.ReplicatedStorage.Modules.Xeno)
local v5 = require(game.ReplicatedStorage.Modules.CameraShaker)
local l... |
input_code:
------------------------------------------------------------------------
-- codes loading of nil, optimization done if consecutive locations
-- * used in luaK:discharge2reg(), (lparser) luaY:adjust_assign()
------------------------------------------------------------------------
function luaK:_nil(fs, from,... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Steering]]
function Steering()
--Mouse Steer
if _MSteer then
local msWidth = math.max(1, mouse.ViewSizeX * _Tune.Peripherals.MSteerWidth / 200)
local mdZone = _Tune.Peripherals.MSteerDZone / 100
local mST = ... |
input_code:
----------------------------------
------------FUNCTIONS-------------
----------------------------------
function Receive(player, action, ...)
local args = { ... }
if player == User and action == "play" then
Connector:FireAllClients(
"play",
User,
args[1],
Settings.SoundSource.Position,
... |
code to explain:
--[=[
@param object any -- Object to remove
Removes the object from the Janitor and cleans it up.
```lua
local part = Instance.new("Part")
Janitor:Add(part)
Janitor:Remove(part)
```
]=]
function Janitor:Remove(object: any): boolean
local objects = self._objects
for i, obj in ipairs(objects) d... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusS... |
input_code:
-------------------------
function onClicked()
Car.BodyVelocity.velocity = Vector3.new(0, 3, 0)
end
script.Parent.ClickDetector.MouseClick:connect(onClicked)
explanation of the code:
## Breakdown
The provided Luau script is designed to change the velocity of an object named `Car` when the `ClickDetector... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Function called upon entering the state - creates the systems, and initialises the game loop.
]]
function ServerGame.onEnter(stateMachine, event, from, to)
SystemManager.createSystems()
local engine = SystemMana... |
code instruction:
--[[
Utility script that holds a cache of player character appearances. Allows the game to load appearances as soon as the player enters the game, thereby reducing
risk of lengthy Roblox server requests slowing down critial times in the game loop.
]]
local ReplicatedStorage = game:GetService("Replic... |
Start by breaking down the code basically step by step:
--// Functions
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.X then
if Chatting == true then
Skip = true
Sounds.Click:Play()
end
end
end)
UIS.InputBegan:Connect(function(Input)
if Input.KeyCode == Enum.KeyCode.Z then
if C... |
Breakdown this code:
---Setting events to all buttons
ButtonsPanel.Lights.MouseButton1Click:Connect(function()
---Checking if the player is in a vehicle
if Char.Humanoid.SeatPart ~= nil and Char.Humanoid.SeatPart.Parent:FindFirstChild("Stats") then
Char.Humanoid.SeatPart.Parent.VehicleSeat.ChassisMain["Lights"]:Fi... |
code instruction:
-- Controls the field-of-view of the camera depending on the player's setting.
--
-- ForbiddenJ
NormalFov = 70
WideFov = 85
Camera = workspace.CurrentCamera
FovSetting = game.ReplicatedStorage.ClientConfig.WideFOV
function Update()
Camera.FieldOfView = FovSetting.Value and WideFov or NormalFov
end... |
important code input to explain step by step:
--tables
local SoundTable = {}
local AnimTable = {}
local function PickThing(ThingToPick)
if ThingToPick == "Swing" then
--pick anim
local SwingA = AnimTable[R:NextInteger(1, #AnimTable)]
local findA = Tool.Animations:findFirstChild(SwingA)
return findA
elseif Th... |
Breakdown this code:
--// UI Tween Info
local L_138_ = TweenInfo.new(1, Enum.EasingStyle.Sine, Enum.EasingDirection.Out, 0, false, 0)
local L_139_ = {
TextTransparency = 1,
}
result breakdown output:
## Breakdown
The code provided consists of two parts: the creation of a `TweenInfo` object and the creation of a ta... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[[Default Controls]]
--Peripheral Deadzones
Tune.Peripherals = {
MSteerWidth = 67, -- Mouse steering control width (0 - 100% of screen width)
MSteerDZone = 10, -- Mouse steering deadzone (0 - 100%)
ControlLDZone =... |
Breakdown this code:
-- Render the map at 0FPS (static since we know it doesn't change)
for i, d in pairs(workspace:GetDescendants()) do
local isHum = false
if d.Parent then
local hum = d.Parent:FindFirstChild("Humanoid")
if hum then
if hum:IsA("Humanoid") then
isHum = true
end
end
end
if d:IsA("Ba... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[
Returns a list of the keys from the given dictionary.
]]
local function keys(dictionary)
local new = {}
local index = 1
for key in pairs(dictionary) do
new[index] = key
index = index + 1... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--- Rainbow FX
return function(gui, property, speed)
--- Variables
speed = speed or 1
--
local running = true
--- Main
coroutine.wrap(function()
local _tick = tick()
--
while gui and gui... |
Breakdown this code:
-- services
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Players = game:GetService("Players")
explanation of the code:
## Breakdown
The provided Luau code performs two main actions: it retrieves and stores references to the `ReplicatedStorage` and `Players` services in R... |
input_code:
--Rescripted by Luckymaxer
Tool = script.Parent
Handle = Tool:WaitForChild("Handle")
Players = game:GetService("Players")
ServerControl = Tool:WaitForChild("ServerControl")
ClientControl = Tool:WaitForChild("ClientControl")
ClientControl.OnClientInvoke = function(Mode, Value)
if Mode == "PlaySound" and... |
Start by breaking down the code basically step by step:
-- The subset of a Promise that React APIs rely on. This resolves a value.
-- This doesn't require a return value neither from the handler nor the
-- then function.
-- ROBLOX FIXME: workaround for Luau recursive type used with different parameters. delete this cop... |
Start by breaking down the code basically step by step:
--Funcion Del AutoClick
local plr = script.Parent.Parent.Parent
local timeAuto = plr.PlayerStats.timeAuto
local lea = plr:WaitForChild("leaderstats") -- Nombre De La Carpeta De Su Sistema De Dinero
local gold = lea:WaitForChild("TimesClicked") -- Nombre De Su Sis... |
code instruction:
-- Given element.props.children, or subtree during recursive traversal,
-- return flattened array of children.
local function getChildren(arg: unknown, children_: Array<unknown>?)
local children = children_ or {}
if Array.isArray(arg) then
Array.forEach(arg :: Array<unknown>, function(item)
get... |
Start by breaking down the code basically step by step:
---Setting IDs
for _, v in pairs(Car.Chassis:GetChildren()) do
if v.Name == "Id" then
if game.Players:FindFirstChild(CarStats.Owner.Value) then
v.S.T.Text = game.Players[CarStats.Owner.Value].UserId
end
end
end
step by step breakdown/explanation:
## Bre... |
code:
---- Script: -----
Event.OnServerEvent:Connect(function(player, Skin)
local PlayerInventory = player.Inventory
--Skin 1 de la caja
if Skin == 1 then
player.Inventory.Asphalt.Quantity.Value += 1
elseif Skin == 2 then
player.Inventory.Camo.Quantity.Value += 1
elseif Skin == 3 then
player.Inventory.Lime... |
Breakdown this code:
-- Calls fn(...) in a separate thread and returns false if it errors or invoking client leaves the game.
-- Fail state is only checked every 0.5 seconds, so don't expect errors to return immediately
function SafeInvokeCallback(handler, ...)
local finished = false
local callbackThread
local invok... |
code instruction:
--Disable script if car is removed from workspace
Car.AncestryChanged:Connect(function()
if not Car:IsDescendantOf(Workspace) then
unbindActions()
LocalVehicleSeating.ExitSeat()
LocalVehicleSeating.DisconnectFromSeatExitEvent(onExitSeat)
-- stop seated anim
print("car removed from workspac... |
code:
--// Recoil Settings
gunrecoil = -0.75 -- How much the gun recoils backwards when not aiming
camrecoil = 1.06 -- How much the camera flicks when not aiming
AimGunRecoil = -0.75 -- How much the gun recoils backwards when aiming
AimCamRecoil = 0.83 -- How much the camera flicks when aiming
CamShake = 7 -- THIS IS ... |
code:
------------------------------------------------------------------------
--
-- * used in (lparser) luaY:whilestat(), luaY:repeatstat(), luaY:forbody()
------------------------------------------------------------------------
function luaK:patchlist(fs, list, target)
if target == fs.pc then
self:patchtohere(fs, ... |
Start by breaking down the code basically step by step:
-- setup emote chat hook
game:GetService("Players").LocalPlayer.Chatted:Connect(function(msg)
local emote = ""
if msg == "/e dance" then
emote = dances[math.random(1, #dances)]
elseif string.sub(msg, 1, 3) == "/e " then
emote = string.sub(msg, 4)
elseif st... |
input_code:
--[[
Check if all humanoids has completed animation for hiding/showing.
]]
modules.waitForHumanoidAnimations = function(self)
return function()
for _, humanoidController in pairs(self.humanoidControllers) do
if humanoidController:isAnimating() then
humanoidController.animationCompleted.Event:Wait... |
code to explain:
--Formula secreta de don cangrejo
local RebirthFormule = game:GetService("ReplicatedStorage").GameProperties.RebirthFormule
local Formula = RebirthFormule.Value + (RebirthFormule.Value * Multiplier.Value)
if Points.Value >= Formula then
Text.TextColor3 = Color3.new(0, 1, 0.14902)
Text.Text = "Rebirt... |
Start by breaking down the code basically step by step:
-- SETUP ICON TEMPLATE
local topbarPlusGui = Instance.new("ScreenGui")
topbarPlusGui.Enabled = true
topbarPlusGui.DisplayOrder = 0
topbarPlusGui.IgnoreGuiInset = true
topbarPlusGui.ResetOnSpawn = false
topbarPlusGui.Name = "TopbarPlus"
local activeItems = Instanc... |
code instruction:
--------RIGHT DOOR --------
game.Workspace.doorright.l13.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l23.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.Value)
game.Workspace.doorright.l33.BrickColor = BrickColor.new(game.Workspace.Lighting.cyan.V... |
important code input to explain step by step:
---------------------------
--Seat Offset (Make copies of this block for passenger seats)
car.DriveSeat.ChildAdded:connect(function(child)
if
child.Name == "SeatWeld"
and child:IsA("Weld")
and game.Players:GetPlayerFromCharacter(child.Part1.Parent) ~= nil
then
ch... |
input_code:
-------------------------
mouse.KeyDown:connect(function(key)
key = string.lower(key)
if key == "k" then --Camera controls
if cam == "car" then
Camera.CameraSubject = player.Character.Humanoid
Camera.CameraType = "Custom"
cam = "freeplr"
Camera.FieldOfView = 70
player.Character.Humanoid.... |
input_code:
-----------------
--| Variables |--
-----------------
local DebrisService = Game:GetService("Debris")
local PlayersService = Game:GetService("Players")
local Rocket = script.Parent
local CreatorTag = Rocket:WaitForChild("creator")
local Tank = Rocket:WaitForChild("Tank").Value
explanation:
## Breakdown... |
begin:
your output must start with ```<<explaining>>```
<<here is some code, summarize it>> break it down step by step
--[[ Public API ]]
--
function MasterControl:Init()
local renderStepFunc = function()
if LocalPlayer and LocalPlayer.Character then
local humanoid = getHumanoid()
if not humanoid then
ret... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[Susupension]]
Tune.SusEnabled = true -- works only in with PGSPhysicsSolverEnabled, defaults to false when PGS is disabled
--Front Suspension
Tune.FSusDamping = 500 -- Spring Dampening
Tune.FSusStiffness = 9000 -- S... |
Breakdown this code:
-- Decompiled with the Synapse X Luau decompiler.
local l__Players__1 = game:GetService("Players")
local v2 = l__Players__1.LocalPlayer
if not v2 then
l__Players__1:GetPropertyChangedSignal("LocalPlayer"):Wait()
v2 = l__Players__1.LocalPlayer
end
local u1 = false
local u2 = nil
local u3 = UDim2.... |
code:
--[[ Functions of BaseCamera that are overridden by OrbitalCamera ]]
--
function OrbitalCamera:GetCameraToSubjectDistance()
return self.curDistance
end
function OrbitalCamera:SetCameraToSubjectDistance(desiredSubjectDistance)
local player = PlayersService.LocalPlayer
if player then
self.currentSubjectDistan... |
code:
--//Main Function
ProximityPrompt.Triggered:Connect(function(Player)
local Character = Player.Character
local Torso = Character:WaitForChild("Head")
ProximityPrompt.ActionText = "Wear"
if Character:FindFirstChild(script.Parent.Parent.Name) then
Character[script.Parent.Parent.Name]:Destroy()
else
local Ne... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[**
ensures value is NaN
@param value The value to check against
@returns True iff the condition is satisfied, false otherwise
**--]]
function t.nan(value)
if value ~= value then
return true
else
return fal... |
code instruction:
--// Return values: bool filterSuccess, bool resultIsFilterObject, variant result
function methods:InternalApplyRobloxFilterNewAPI(speakerName, message) --// USES FFLAG
local alwaysRunFilter = false
local runFilter = RunService:IsServer() and not RunService:IsStudio()
if alwaysRunFilter or runFilte... |
query code to breakdown:
--[[
Construct the value that is assigned to Roact's context storage.
]]
local function createContextEntry(currentValue)
return {
value = currentValue,
onUpdate = createSignal(),
}
end
local function createProvider(context)
local Provider = Component:extend("Provider")
function Provi... |
code instruction:
-- @outline // RUNNER
function Module.ClientInit()
Module.CreateModel()
end
function Module.ClientUpdate(dt)
local Cam = game.Workspace.CurrentCamera
Module.Model:SetPrimaryPartCFrame(Cam.CFrame * CFrame.new(1.5, -1, -1.5))
end
return Module
Sure. Here is a summary:
## Breakdown
The provided... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local autoscal... |
query code to breakdown:
--[[Controls]]
local _CTRL = _Tune.Controls
local Controls = Instance.new("Folder")
Controls.Name = "Controls"
Controls.Parent = script.Parent
for i, v in pairs(_CTRL) do
local a = Instance.new("StringValue")
a.Name = i
a.Value = v.Name
a.Parent = Controls
a.Changed:Connect(function()
i... |
important code input to explain step by step:
--[[**
Yields the current thread until the specified amount of seconds have elapsed. This uses Heartbeat to avoid using the legacy scheduler.
@param [t:optional<t:numberMin<0>>] Seconds The amount of seconds the thread will be yielded for. Defaults to 0.03.
@returns [t:... |
code instruction:
-- Decompiled with the Synapse X Luau decompiler.
function PlaySound()
script.Sound:Play()
end
script.Parent.MouseButton1Click:Connect(PlaySound)
code breakdown:
## Breakdown
The provided Luau script is designed to play a sound when the object it is attached to is clicked with the left mouse butt... |
important code input to explain step by step:
--[[
A signal value indicating that a child should use its parent's key, because
it has no key of its own.
This occurs when you return only one element from a function component or
stateful render function.
]]
ElementUtils.UseParentKey = Symbol.named("UseParentKey")
t... |
Start by breaking down the code basically step by step:
--Made by Luckymaxer
Figure = script.Parent
RunService = game:GetService("RunService")
Creator = Figure:FindFirstChild("Creator")
Humanoid = Figure:WaitForChild("Humanoid")
Head = Figure:WaitForChild("Head")
Torso = Figure:WaitForChild("Torso")
Neck = Torso:W... |
query code to breakdown:
-- May return NaN or inf or -inf
-- This is a way of finding the angle between the two vectors:
local function findAngleBetweenXZVectors(vec2, vec1)
return math.atan2(vec1.X * vec2.Z - vec1.Z * vec2.X, vec1.X * vec2.X + vec1.Z * vec2.Z)
end
local function GetOrientationZY(backVector, upVector... |
query code to breakdown:
--[[
___ _______ _
/ _ |____/ ___/ / ___ ____ ___ (_)__
/ __ /___/ /__/ _ \/ _ `(_-<(_-</ (_-<
/_/ |_| \___/_//_/\_,_/___/___/_/___/
SecondLogic @ Inspare
]]
local FE = workspace.FilteringEnabled
local car = script.Parent.Car.Value
local handler = ... |
query code to breakdown:
--!strict
local Array = script.Parent
local isArray = require(Array.isArray)
type Array<T> = { [number]: T }
local RECEIVED_OBJECT_ERROR = "Array.concat(...) only works with array-like tables but "
.. "it received an object-like table.\nYou can avoid this error by wrapping the "
.. "object-l... |
important code input to explain step by step:
--[[Transmission]]
Tune.Clutch = true -- Implements a realistic clutch, change to "false" for the chassis to act like AC6.81T.
Tune.TransModes = { "Manual" } --[[
[Modes]
"Auto" : Automatic shifting
"Semi" : Clutchless manual shifting, dual clutch transmission
"Ma... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-------------------------
function DoorClose()
if Shaft00.MetalDoor.CanCollide == false then
Shaft00.MetalDoor.CanCollide = true
while Shaft00.MetalDoor.Transparency > 0.0 do
Shaft00.MetalDoor.Transparency = Shaf... |
Breakdown this code:
--lighting.Technology = default
button.MouseButton1Down:connect(function()
toggle = not toggle
if toggle == true then
button.Text = "low"
lighting.GlobalShadows = false
--lighting.Technology = "ShadowMap"
else
button.Text = "high"
lighting.GlobalShadows = true
--lighting.Technology =... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
--[[
Package link auto-generated by Rotriever
]]
local PackageIndex = script.Parent.Parent.Parent._Index
local Package = require(PackageIndex["JestMessageUtil"]["JestMessageUtil"])
export type StackTraceConfig = Packa... |
input_code:
--[[
This component acts as a stand-in for the ScreenshotHud camera button.
In the event that ScreenshotHud is not available (from the flag being off or
when testing in stories) we render our own camera button so we can see how
everything will look before hitting production.
When ScreenshotHud is ava... |
code instruction:
--[[Weight and CG]]
Tune.Weight = 2500 -- Total weight (in pounds)
Tune.WeightBSize = { -- Size of weight brick (dimmensions in studs ; larger = more stable)
--[[Width]]
6,
--[[Height]]
3.5,
--[[Length]]
9,
}
Tune.WeightDist = 50 -- Weight distribution (0 - on rear wheels, 100 - on front wheels,... |
Task: summerize and explain this code in detail, try to avoid missing anything from the explanation
-- yaw-axis rotational velocity of a part with a given CFrame and total RotVelocity
local function yawVelocity(rotVel, cf)
return math.abs(cf.YVector:Dot(rotVel))
end
local worldDt = 1 / 60
local VRVehicleCamera = setm... |
Start by breaking down the code basically step by step:
-- Gradually regenerates the Humanoid's Health over time.
local REGEN_RATE = 2 / 100 -- Regenerate this fraction of MaxHealth per second.
local REGEN_STEP = 1 -- Wait this long between each regeneration step.
output_code:
## Breakdown
The provided code snippet... |
important code input to explain step by step:
--
wait()
oldpos = CFrame.new(game.Players.LocalPlayer.Character.Head.CFrame.p + Vector3.new(0, 5, 0))
game.Players.LocalPlayer.CameraMaxZoomDistance = 20
game.Players.LocalPlayer.CameraMinZoomDistance = 20
workspace.CurrentCamera.CameraSubject = nil
wait()
for i = 1, 25 do... |
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