Slide is Broken

Slide is broken i dont know what is happening 'local l__ContextActionService__1 = game:GetService(“ContextActionService”);
local l__RunService__2 = game:GetService(“RunService”);
local l__LocalPlayer__3 = game.Players.LocalPlayer;
local l__Character__4 = l__LocalPlayer__3.Character;
local l__Head__5 = l__Character__4:WaitForChild(“Head”);
local l__Humanoid__6 = l__Character__4:WaitForChild(“Humanoid”);
local v7 = nil;
local v8 = l__Humanoid__6:LoadAnimation(script:WaitForChild(“Animation”));
local l__Particles__9 = script:WaitForChild(“Particles”);
local l__Sound__10 = script:WaitForChild(“Sound”);
local u1 = true;
l__Humanoid__6.StateChanged:connect(function(p1, p2)
if p2 ~= unpack({ Enum.HumanoidStateType.Running }) then
u1 = false;
return;
end;
u1 = true;
end);
l__Particles__9.Parent = l__Head__5;
local u2 = false;
local l__RootPart__3 = l__Humanoid__6.RootPart;
function runSlide(p3, p4, p5)
if p4 == Enum.UserInputState.Begin then
if u1 then

	else
		if p4 == Enum.UserInputState.End then
			u2 = false;
			v8:Stop(0.12);
			l__Particles__9.Enabled = false;
			l__Humanoid__6.HipHeight = 0;
			l__RootPart__3.Size = Vector3.new(2, 2, 1);
			l__Humanoid__6:MoveTo(l__RootPart__3.Position);
		end;
		return;
	end;
else
	if p4 == Enum.UserInputState.End then
		u2 = false;
		v8:Stop(0.12);
		l__Particles__9.Enabled = false;
		l__Humanoid__6.HipHeight = 0;
		l__RootPart__3.Size = Vector3.new(2, 2, 1);
		l__Humanoid__6:MoveTo(l__RootPart__3.Position);
	end;
	return;
end;
u2 = true;
l__Sound__10:Play();
v8:Play(0.17);
l__Particles__9.Enabled = true;
l__Humanoid__6.HipHeight = -1.5;
l__RootPart__3.Size = Vector3.new(2, 1, 0.5);
local v11 = tick();
if 0 < l__Humanoid__6.MoveDirection.Magnitude then
	local v12 = l__Humanoid__6.MoveDirection * l__Humanoid__6.WalkSpeed;
else
	v12 = l__RootPart__3.CFrame.LookVector * l__Humanoid__6.WalkSpeed;
end;
while true do
	if u2 then

	else
		break;
	end;
	l__RunService__2.RenderStepped:Wait();
	l__Humanoid__6:MoveTo(l__RootPart__3.Position + v12);
	l__Humanoid__6:GetPropertyChangedSignal("Jump"):connect(function()
		u2 = false;
	end);
	l__Humanoid__6.Climbing:connect(function()
		u2 = false;
	end);
	if 0.5 <= tick() - v11 then
		u2 = false;
	end;	
end;
u2 = false;
v8:Stop(0.12);
l__Particles__9.Enabled = false;
l__Humanoid__6.HipHeight = 0;
l__RootPart__3.Size = Vector3.new(2, 2, 1);
l__Humanoid__6:MoveTo(l__RootPart__3.Position);

end;
l__ContextActionService__1:BindAction(“runSlide”, runSlide, true, Enum.KeyCode.E);
l__ContextActionService__1:SetTitle(“runSlide”, “Slide”);
local v13 = l__ContextActionService__1:GetButton(“runSlide”);
v13.Name = “SlideButton”;
local l__next__14 = next;
local v15, v16 = l__LocalPlayer__3.PlayerGui:GetDescendants();
while true do
local v17, v18 = l__next__14(v15, v16);
if not v17 then
break;
end;
v16 = v17;
if v18:IsA(“GuiButton”) and v18.Name == “JumpButton” then
v7 = v18;
break;
end;
end;
if v7 and v13 then
v13.Position = v7.Position - UDim2.new(UDim.new(0, 0), v7.Size.Y + UDim.new(0, 10));
v13.Size = v7.Size;
local v19 = v13:FindFirstChildWhichIsA(“TextLabel”);
v19.TextScaled = true;
v19.Position = UDim2.new(0.1, 0, 0.1, 0);
v19.Size = UDim2.new(0.8, 0, 0.8, 0);
end;’

No disrespect but PLEASE format the code fully.

readability is really hard with “v[num]” and “l_blahblah_[num]” lol

But uh just check if the player is facing the direction their camera is facing, at least close to it if your problem is that they can slide backwards

1 Like

This is a clear sign that the code was stolen/decompiled from another game or asset xd

2 Likes

I mean sure ig but I’m gonna give em a shot with innocent till proven guilty

i mean im not a programmer im an animator so i stole it from a free model not

1 Like

It’s stolen code because the exploit system takes code from a game which doesn’t have variable names and automatically adds variable names based on what the instances are. :sweat_smile:

Not that the OP necessarily stole it though, it just means that someone stole the code and now the OP is using it.

Compilers usually rename said variables “v1”, “v2” and so on. Not like this.

@QUACKMYSACBRINGTRIAL Please don’t ask the forum to fix free models

2 Likes

It is doing that, for example:

local v17, v18 = l__next__14(v15, v16);
if not v17 then
break;
end;

though it also has access to what the variables represent (not sure if it looks at the memory or if it’s just using the code’s context) so it fills in those variables more specifically:

local l__RunService__2 = game:GetService(“RunService”);

It’s just a better version of the typical decompilers used for stealing code.

Amen

1 Like

ill try to fix it myself and also sorry for posting that topic

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