I know, i was aware of that. I just was curious if that would have bugged out rendering or not. As in, if Roblox happended to spawn the functions to a different thread or keep it all on 1 main loop that executes all those connected functions when RenderStepped fires. (Second one seems highely likely)
Still funny code, would have to try that out sometime.
Making your code look like it’s decompiled will also make it confusing and might even make people question if you got it trough exploits or not.
-- Decompiled with the Synapse X Luau decompiler.
local v1 = true;
local v2 = true;
local v3 = "Hello World!";
local v4 = print;
while v1 do
if v2 == true then
v4(v3);
end
end
Not sure how accurate this is to how real decompilers do it, but this is closest i could get.
This…
THIS IS THE ULTIMATE SPAGHETTI CODE TUTORIAL
i got a suggestion 4 ya.
CONTEXT: locals of everything and the worst way to write a function (for me atleast)
local Player = game.Players.LocalPlayer
local Character = game.Players.LocalPlayer.Character
local CharacterTorso = game.Players.LocalPlayer.Character.Torso
local workspace = workspace
local game = game
local ReplicatedStorage = game.ReplicatedStorage
local ServerStorage = game.ServerStorage
local repfirst = game.ReplicatedFirst
local Req = require(ReplicatedStorage.somefunction)
local CharacterRRAR = Character
printall = function()
local function prnet(strign)
print(strign)
end
local function AAAAA()
local bkbk = prnet("too fhhf632b6kign lazy to do tghis")
return
end
local A = AAAAA()
end)
-- i hate making this code
-- obfuscate this for extra spiciness
i dont know if this is bad-looking code, but i hope it is.
local LocalPlayer= game.Players:GetPlayers()[game.Players.LocalPlayer.Name]
local char = function()
for i, v in pairs(game.Workspace:GetChildren()) do
local temp_Char =game.Players:GetPlayerFromCharacter(v)
if temp_Char then
if temp_Char.Name =game.Players:GetPlayers()[game.Players.LocalPlayer.Name].Name then
return v
end
end
end
end